Rip
Tier: 3
Cost Multiplier: 110%
Supports Melee Attack Skills you use yourself or that you Trigger. 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.
Remnants created by Supported Skills last for 8 seconds
Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy
Remnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100%
Remnants are created within a 1.5 metre radius of the slain Enemy
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.
Skill Gems /3
From /1
Level Effect /1
Implicit
Mana: 110%
Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy\nRemnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100%
Remnants are created within a 1.5 metre radius of the slain Enemy
Remnants created by Supported Skills last for 8 seconds
LevelRequires LevelStr
100
Attribute /4

Rip

NameShow Full Descriptions
AcronymBleeding, Life, Remnant
BaseType Rip
Class Support Gems
ItemTypeMetadata/Items/Gem/SupportGemRip
Version history /12
VersionChanges
Version_0.4.0
  • Ice Shards: Skill description now correctly states it Cannot Chain and Projectiles target the ground. Shards now have 400% more damage 2 seconds after arming (previously 300% more damage 3 seconds after arming). Shard Explosion radius is now 2.5 metres (previously 1.4).
  • Grip of Kulemak has had many of its modifier ranges buffed.
  • Grip of Kulemak can no longer roll reduced Movement Speed Penalty from using Skills while moving.
  • Version_0.3.1
    * The Well of Souls now shows a more detailed description for the type of Passive Skill nodes the revealed modifier options will affect.
    * Undying Hate now has a keyworded description for Unstable Desecration, clarifying that Preserved Cranium currency items have an increasing chance to destroy the item.
    * Updated the description of Zenith II Support to clarify that only mana costs are recouped.
    * Updated descriptions of Freeze, Electrocute and Pin buildup on monsters.
    Version_0.3.0c
    * The Gemling Legionnaire's Integrated Efficiency Passive Skill now actually applies by modifying each skill, which means those modifications also apply to minions from those skills. The description has been updated to clarify that the bonuses also apply in the case where supports and skills are socketed together in meta gems.
    * Fixed a bug where the visuals of the Vessel of Kulemak's triple beam could become incorrect when slowed.
    * Fixed a bug where Map Node and Waystone descriptions were not displaying increased Experience or Gold gain when applicable. These were still applying, just not displayed.
    Version_0.3.0b
    * The tracking of Azmadi, the Faridun Prince's triple lacerate skill is now more lenient.
    * Updated the description of Lifetap Support to clarify it turns a Supported Skills Mana cost into a Life cost, rather than stating "a portion of".
    * Corrected and simplified Meditate's description. This is purely a description change.
    * Clarified the Skill Description for Infernal Cry to indicate that it only Empowers Melee Attacks.
    * Thunderous Leap's description no longer inaccurately mentions that it only detonates spear skills. As with any detonator skill, it detonates anything that is capable of being detonated.
    * Fixed a bug where the Amanamu's Void debuff was missing a description.
    Version_0.3.0
  • Updated the description of Last Gasp Support to mention that supported minions die before the support's duration expires if they take damage exceeding their maximum life while fatally wounded. This functionality was already present but was previously not mentioned.
  • Clarified on the Stun Keyword that Monster Melee Damage has 33% more Light Stun chance and Heavy Stun buildup, and Monster Physical Damage has 100% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Note this is purely a description change.
  • Ripwire Ballista: Has been renamed to Artillery Ballista. It now fires a hail of bolts into the air, landing in an area and hitting all enemies within that area a number of times equal to its projectile count. Bolts now Fire 4 Projectiles (previously 5), and deals 24-40% Attack Damage at Gem level 7-20 (previously 98-153%). Bolts Attack Speed is now 25% of base (previously 100%), and the Ballista now has a duration of 12 seconds (previously 16). Quality now grants an additional 0–200% more Pin damage (previously 0–50%).
  • Unearth: Can now be used on dead Skeletal Reviving Minions, once per death, to create a Bone Construct. Bone Constructs created by Unearth now have a dash attack they can use to close the distance to an enemy. Quality now also increases Bone Construct movement speed. The description has been updated to indicate that larger Corpses can create more than one Bone Construct.
  • Updated the description for Raging Spirits to clarify that the flaming skulls do not follow player commands (as they're busy raging).
  • Clarified the addition to radius per stage for Whirling Slash and Whirlwind Lance skill descriptions.
  • Updated the description for Thunderous Leap to mention that it Detonates Spear skills.
  • Enabled the Microtransaction variants of the following race rewards for use in Path of Exile 2: Alternate Art Winterheart, Alternate Art Warped Timepiece, Alternate Art Volls Devotion, Alternate Art Victarios Acuity, Alternate Art Ungils Harmony, Alternate Art The Ignomon, Alternate Art Tear Of Purity, Alternate Art Taste Of Hate, Alternate Art Soulthirst, Alternate Art Pyre, Alternate Art Ngamahu Tiki, Alternate Art Natural Hierarchy, Alternate Art Meginords Girdle, Alternate Art Eye Of Chayula, Alternate Art Emberwake, Alternate Art Call Of The Brotherhood, Alternate Art Bloodgrip, Alternate Art Blackheart, Alternate Art Astramentis, Alternate Art Andvarius, Alternate Art Two Stone Ring, Alternate Art Sidhebreath, Alternate Art Sapphire Ring, Alternate Art Rustic Sash, Alternate Art Ring Of The Victor, Alternate Art Immortal Flesh, Alternate Art Asphyxias Wrath, Alternate Art The Searing Touch, Alternate Art Demigod's Stride, Alternate Art Wurm's Molt, Alternate Art Rumis Concoction, Alternate Art Malachais Artifice, Alternate Art Doedres Damning, Alternate Art Prismatic Ring, Alternate Art Perandus Signet, Alternate Art Kaoms Sign, Alternate Art Headhunter, Alternate Art Dream Fragments, Alternate Art Bereks Pass, Alternate Art Bereks Grip, Alternate Art Aurumvorax, Alternate Art Demigod's Beacon, Alternate Art Crest Of Perandus, Alternate Art Bereks Respite, Alternate Art Kikazaru, Alternate Art Divination Distillate, Alternate Art Unset Ring, Alternate Art Nights Hold, Alternate Art Laviangas Spirit, Alternate Art Karui Ward, Alternate Art Dyadian Dawn, Alternate Art Death Rush, Alternate Art Carnage Heart, Alternate Art Blood Of Corruption, Alternate Art Atziris Foible, Alternate Art Topaz Ring, Alternate Art Thief's Torment, Alternate Art The Taming, Alternate Art The Anvil, Alternate Art Talisman Of The Victor, Alternate Art Ruby Ring, Alternate Art Coral Ring, Alternate Art Perandus Blazon, Alternate Art Moonstone Ring, Alternate Art Mings Heart, Alternate Art Le Heup Of All, Alternate Art Leather Belt, Alternate Art Crimson Jewel, Alternate Art Gifts From Above, Alternate Art Daressos Salute, Alternate Art Auxium, Alternate Art Onyx Amulet, Alternate Art Amethyst Ring, Alternate Art Saffells Frame, Alternate Art Blackgleam, Alternate Art Cybils Paw, Alternate Art Divinarius, Alternate Art Ungils Gauche, Alternate Art Lifesprig, Alternate Art Pillar Of The Caged God, Alternate Art Quill Rain, Alternate Art Demigod's Immortality, Alternate Art Stone Of Lazhwar and Alternate Art Rashkaldors Patience.
  • Fixed a bug where Curses and ground effects from supports such as Burning Inscription could sometimes fail to be placed on the ground if cast too close to a wall or in a narrow area.
  • Fixed a bug where Ice Shards' damage bonus after 0.5 seconds was applying at half the intended value. The description for Ice Shards has also been updated to clarify that the damage bonus after 0.5 seconds is gained smoothly over time rather than being binary.
  • Fixed a bug where Artillery and Ripwire Ballistae couldn't target the stone pillars in the Xyclucian, the Chimera Boss fight.
  • Version_0.2.0f
    * Fixed a bug where Ripwire Ballista and Dark Effigy were not displaying totem specific stats, such as totem life, in the skill panel.
    Version_0.2.0
  • The Giant's Blood Keystone Passive Skill now has "Triple Attribute requirements of Martial Weapons" This previously only affected Axes, Maces and Swords, but was described as "weapons".
  • Clarified the wording of the Iron Grip and Iron Will Keystone effects.
  • Artillery Ballista base Physical Damage scaling now matches that of other totems like Shockwave Totem and Ripwire Ballista. The Artillery Explosion now converts 100% of Physical Damage to Fire Damage (previously 90%). Quality now provides 0 to -0.4 seconds to Totem base Attack Time (previously increased Attack Speed).
  • Artillery and Ripwire Ballista now have an aggro range of 8 metres (previously 6).
  • Hand of Chayula now specifies that it triggers socketed Marks. This is purely a description change.
  • Herald Skills with Attack Hits now properly state their hits cannot be evaded. This is not a functional change, just a descriptive one.
  • Improved Ball Lightning's description to clarify that the ball itself does not hit enemies.
  • Raging Spirits now has a Spirit Duration of 5 seconds (previously 4), and a Maximum 2 Spirits summoned per Spell Cast (previously 5). The description of Raging Spirits has also been updated to make more clear that triggered spells will not summon spirits.
  • Ripwire Ballista Bolts now Pins Enemies as though dealing 600% more Damage (previously 250%).
  • Snipe's attack speed multiplier and mana cost has been adjusted so that the attack time matches the time until a perfect strike. This is mainly to improve descriptions and the function of the skill is unchanged.
  • Skills with Expanding ground effects were unintentionally scaling radius over time instead of area of effect. They still scale the radius, though we have updated the descriptions and lowered the values on many of the affected skills:
  • Burning Inscription now has a 110% Cost Multiplier (previously 100%).
  • Controlled Destruction now has Supported Skills deal 25% more Hit Damage (previously 30%). The description has been updated, but the functionality remains the same.
  • Strip Away now causes Exposure applied by Supported Skills to have 20% increased Effect (previously 30%).
  • Updated the description of the Gravebind Unique Gloves modifier to correctly state that the enemy must be in your presence, not the ally.
  • Hovering over a skill on your skill bar now displays a shortened description of the skill's behaviour, with a button prompt to open the skill information panel.
  • Fixed an issue where some Triggered Skills were able to generate Energy, such as Burning Inscription.
  • Fixed a bug that could occur if using Iron Grip and Iron Will in combination with an effect allowing spell damage increases to apply to attacks.
  • Fixed a bug where the benefit provided by Quality on Combat Frenzy was missing a description. This is not a functional change, the benefit was previously applying, just not described.
  • Fixed an issue where the Critical Damage per Power Charge modifier on the Powertread Unique Boots was being described as base Critical Damage Bonus instead of increased. This is purely a description change.
  • Fixed a bug where the "chance for Trigger Skills to refund half of Energy spent" description could disappear if the chance was over 100%. This was just a display issue with the description.
  • Ripwire Ballista Bolts now Pins Enemies as though dealing 400% more Damage (previously 250%).
  • Ripwire Ballista Bolts now Pins Enemies as though dealing 600% more Damage (previously 250%).
  • Artillery and Ripwire Ballista now have an aggro range of 8 metres (previously 6).
  • Controlled Destruction now has Supported Skills deal 25% more Hit Damage (previously 30%). The description has been updated, but the functionality remains the same.
  • Version_0.1.1f
    * Updated Ember Fusillade's Skill description to clarify that additional projectiles affect the number of Embers accumulated.
    * Updated the description on The Three Dragons Unique to clarify that Cold Damage from Hits does not contribute to Freeze Buildup.
    Version_0.1.1
    * Clarified Vine Arrow's description to explicitly state that it hits enemies on landing.
    * The Grip of Winter Unique Gloves now provides 20-30% to Cold Resistance.
    * Fixed a bug where Temporal Chains' debuff icon was not displaying the correct description when hovered over.
    * Removed the redundant block chance description on Saffel's Frame Unique Item.
    * Fixed a bug preventing the toggling of advanced descriptions while investigating an item.
    Version_0.1.0f
    * Fixed a bug where many Precursor Tablet modifier descriptions did not display when hovering over Maps in radius of the completed Tower.
    Version_0.1.0e
    * The Charm Modifiers on Belts have been made substantially more common and now appear at much lower levels. The 'of Symbolism' Modifier now appears from level 23 onwards, and the 'of Inscription' Modifier now appears from level 64 onwards.
    Version_0.1.0d
    * Updated the description on Runes to clarify that once socketed they cannot be replaced.
    * Updated the description on Hexblast to clarify that it only detonates a single Curse per Enemy in its radius.
    * Updated the description on Fiery Death Support to clarify that the Supported Skill does not need to kill the ignited enemy itself.
    Rip
    Tier: 3
    Cost Multiplier: 110%
    Supports Melee Attack Skills you use yourself or that you Trigger. 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.
    Remnants created by Supported Skills last for 8 seconds
    Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy
    Remnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100%
    Remnants are created within a 1.5 metre radius of the slain Enemy
    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 /65
  • Allow Type: Melee
  • Excluded Type: Persistent, Minion, UsedByTotem, SummonsTotem
  • 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.
    Flicker Strike
    Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Falling Thunder
    Suffuse 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.
    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. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
    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 branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
    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.
    Whirling Assault
    Advance while hitting enemies around you with a series of spinning Strikes.
    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.
    Wind Blast
    Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and 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, immediately Freezing enemies which are Primed for Freeze.
    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.
    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.
    Shattering Palm
    Dash to an enemy and Strike them with an 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.
    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, 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.
    Siphoning Strike
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume 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. This skill can be used while using other skills.
    Perfect Strike
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    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.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    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 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.
    Punch
    Perform an Unarmed Strike.
    Quarterstaff Strike
    Strike with your Quarterstaff.
    Flail Strike
    Strike with your Flail.
    Sword Slash
    Strike with your Sword.
    Sword Slash
    Strike with your Swords.
    Sword Slash
    Strike with your Sword.
    Axe Slash
    Strike with your Axe.
    Axe Slash
    Strike with your Axes.
    Axe Slash
    Strike with your Axe.
    Mace Strike
    Strike with your Mace.
    Mace Strike
    Strike with your Maces.
    Mace Strike
    Strike with your Mace.
    Claw Stab
    Strike with your Claw.
    Claw Stab
    Strike with your Claws.
    Dagger Stab
    Strike with your Dagger.
    Dagger Stab
    Strike with your Daggers.
    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.
    Storm Wave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    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-assisted 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.
    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 Elemental 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, with higher Rarity monsters granting additional Charges. 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 an explosion 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.
    Rake
    Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
    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.
    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.
    Forge Hammer
    Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
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