Skill Gems Gem/311
Name | |
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![]() | Herald of Ash (1) |
![]() | Boneshatter (1) |
![]() | Earthquake (1) |
![]() | Rolling Slam (1) |
![]() | Armour Breaker (3) |
![]() | Infernal Cry (3) |
![]() | Shield Charge (3) |
![]() | Shockwave Totem (3) |
![]() | Herald of Ash (4) |
![]() | Magma Barrier (4) |
![]() | Scavenged Plating (4) |
![]() | Molten Blast (5) |
![]() | Perfect Strike (5) |
![]() | Resonating Shield (5) |
![]() | Earthshatter (7) |
![]() | Leap Slam (7) |
![]() | Shield Wall (7) |
![]() | Overwhelming Presence (8) |
![]() | Time of Need (8) |
![]() | Sunder (9) |
![]() | Volcanic Fissure (9) |
![]() | Seismic Cry (11) |
![]() | Stampede (11) |
![]() | Supercharged Slam (11) |
![]() | Ancestral Warrior Totem (13) |
![]() | Hammer of the Gods (13) |
![]() | Berserk (14) |
Name | |
---|---|
![]() | Companion: {0} (1) |
![]() | Herald of Thunder (1) |
![]() | Disengage (1) |
![]() | Escape Shot (1) |
![]() | Explosive Spear (1) |
![]() | Lightning Arrow (1) |
![]() | Lightning Rod (1) |
![]() | Poisonburst Arrow (1) |
![]() | Twister (1) |
![]() | Whirling Slash (1) |
![]() | Cull The Weak (3) |
![]() | Fangs of Frost (3) |
![]() | Lightning Spear (3) |
![]() | Rake (3) |
![]() | Snipe (3) |
![]() | Stormcaller Arrow (3) |
![]() | Vine Arrow (3) |
![]() | Herald of Thunder (4) |
![]() | Plague Bearer (4) |
![]() | Wind Dancer (4) |
![]() | Barrage (5) |
![]() | Electrocuting Arrow (5) |
![]() | Freezing Salvo (5) |
![]() | Rapid Assault (5) |
![]() | Spearfield (5) |
![]() | Storm Lance (5) |
![]() | Toxic Growth (5) |
![]() | Blood Hunt (7) |
![]() | Gas Arrow (7) |
![]() | Glacial Lance (7) |
![]() | Primal Strikes (7) |
![]() | Sniper's Mark (7) |
![]() | Voltaic Mark (7) |
![]() | Combat Frenzy (8) |
![]() | Herald of Plague (8) |
![]() | Trail of Caltrops (8) |
![]() | Bloodhound's Mark (9) |
![]() | Detonating Arrow (9) |
![]() | Ice Shot (9) |
![]() | Rain of Arrows (9) |
![]() | Tame Beast (9) |
![]() | Thunderous Leap (9) |
![]() | Elemental Sundering (11) |
![]() | Shockchain Arrow (11) |
![]() | Tornado Shot (11) |
![]() | Whirlwind Lance (11) |
![]() | Magnetic Salvo (13) |
![]() | Spear of Solaris (13) |
![]() | Spiral Volley (13) |
![]() | Wind Serpent's Fury (13) |
![]() | Alchemist's Boon (14) |
![]() | Rhoa Mount (14) |
![]() | Trinity (14) |
Skill Gems Summary /274
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.
Armour Breaker
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Shockwave Totem
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Infernal Cry
Perform a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
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.
Seismic Cry
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
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 winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
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.
Ancestral Warrior Totem
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
Perfect Strike
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
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 using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Magma Barrier
When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant 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.
Molten Blast
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
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 semi-circular wall of earth. Enemies can attack the walls and your Slams or Warcries will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
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.
Berserk
While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Herald of Ash
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Sniper's Mark
Mark a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Rain of Arrows
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Lightning Arrow
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Barrage
Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Plague Bearer
While active, stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
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.
Lightning Spear
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Glacial Lance
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Escape Shot
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Spiral Volley
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Detonating Arrow
Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
Poisonburst Arrow
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Toxic Growth
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Stormcaller Arrow
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock. Shocks caused by the Bolt will spread to Enemies near the impact.
Lightning Rod
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Snipe
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Gas Arrow
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Electrocuting Arrow
Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Vine Arrow
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Rhoa Mount
Harnesses a Companion Rhoa that you can ride. While you're mounted on the Rhoa, you can only use Bow, thrown Spear and Mark Skills, you run at full speed when attacking, and Hits against you cause Heavy Stun buildup. While you aren't mounted, the Rhoa attacks your enemies alongside you with its beak, but can be damaged.
Twister
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Explosive Spear
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Thunderous Leap
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
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.
Shockchain Arrow
Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Ice Shot
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Voltaic Mark
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
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 nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Alchemist's Boon
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
Magnetic Salvo
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Freezing Salvo
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
Herald of Plague
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
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.
Herald of Thunder
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Whirlwind Lance
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
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 Lightning 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. 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 a nova 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, and knocking an Enemy into terrain or another larger Enemy will cause a shockwave.
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.
Tame Beast
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Spear of Solaris
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Storm Lance
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
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.
Companion: {0}
Summon a Reviving Beast Companion to aid you in combat.
Trinity
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
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.
Detonate Dead
Cause a Corpse to violently explode, damaging surrounding enemies.
Volatile Dead
Consume a Corpse to create a fireball that seeks out enemies and explodes.
Raise Zombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Spark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Frost Wall
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies.
Shock Nova
Unleash a Nova of Lightning damage to Electrocute enemies.
Temporal Chains
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Enfeeble
Curse all targets in an area after a short delay, making them deal less damage.
Despair
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Lightning Warp
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies. If targeting an enemy the explosion also creates Shocked Ground.
Firestorm
Rain flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm by creating improved bolts.
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.
Discipline
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Arc
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.
Arctic Armour
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Flammability
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Hypothermia
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Conductivity
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Incinerate
Conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
Purity of Fire
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Purity of Ice
Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
Purity of Lightning
Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
Flameblast
Channel to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Ball Lightning
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Bone Offering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next Hit each Minion takes, then explodes.
The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Blasphemy
Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Frost Bomb
Create a pulsing Orb of frost. Each pulse inflicts Cold Exposure on nearby enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding enemies.
Orb of Storms
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
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.
Wither
Channel a debilitating hex that Withers enemies in the area.
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 leaves a wake of Chilled Ground, deals Cold damage and explodes on colliding with terrain.
Dark Pact
Sacrifice the Life of a Reviving Minion to deal Chaos damage in an area around it. If you have no Minions, your own Life is sacrificed instead.
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 summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Sniper
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Skeletal Frost Mage
Activate to summon Reviving Skeletal Frost Mages that can be Commanded to cast icy explosions.
Skeletal Storm Mage
Activate to summon Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
Skeletal Arsonist
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Skeletal Cleric
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Vulnerability
Curse all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Soulrend
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Sigil of Power
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
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 and inflict the Ignite on hit.
Hexblast
Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
Eye of Winter
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Lightning Conduit
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.
Galvanic Field
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Comet
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Mana Tempest
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Unleash
Infuse yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Cast on Shock
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Cast on Freeze
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Cast on Ignite
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Cast on Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Bind Spectre
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Pain Offering
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting.
The bone spike is itself a Minion. If it dies, the effect ends immediately.
Chaos Bolt
Fire a burst of Chaos energy at the target.
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.
Unearth
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
Solar Orb
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Fireball
Launch a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Cold Snap
Shatter the frost on a Frozen enemy, Consuming the Freeze to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their Freeze Consumed.
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.
Decompose
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Raging Spirits
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
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.
Soul Offering
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions.
The bone spike is itself a Minion. If it dies, the effect ends immediately.
Dark Effigy
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Cast on Minion Death
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
Mana Drain
Siphon power from an enemy, briefly Hindering them and Leeching Mana.
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.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
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, which grows over a duration. When the duration expires, the seed explodes, damaging the enemy and all other enemies nearby.
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.
Elemental Conflux
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Sacrifice
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
Lightning Bolt
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Withering Presence
While active, emits an Aura that periodically Withers enemies in your Presence.
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.
Flicker Strike
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Falling Thunder
Infuse 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.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Artillery Ballista
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
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 a Debuff that deals Physical damage over time.
Reap
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
Whirling Assault
Advance while hitting enemies around you with a series of spinning Strikes.
Wind Blast
Batter enemies at range by generating a gust of wind as you swing. Enemies will be 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.
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.
Consecrate
Create an area of Consecrated Ground around you.
Ripwire Ballista
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
Killing Palm
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Shattering Palm
Dash to an enemy and Strike them with an Unarmed 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. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Barrier Invocation
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
Cast on Dodge
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
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 grant you a Power Charge.
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.
Explosive Grenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Oil Grenade
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Voltaic Grenade
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
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 with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Charged Staff
Consume all Power Charges to infuse 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.
Siphoning Strike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes 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 that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
Raise Shield
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns 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.
High Velocity Rounds
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Fragmentation Rounds
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
Siege Cascade
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Armour Piercing Rounds
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip.
Explosive Shot
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Incendiary Shot
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
Rapid Shot
Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
Glacial Bolt
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Permafrost Bolts
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
Hailstorm Rounds
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Ice Shards
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
Plasma Blast
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Galvanic Shards
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Stormblast Bolts
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this skill again reloads the clip.
Shockburst Rounds
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
Punch
Perform an Unarmed Strike.
Quarterstaff Strike
Strike with your Quarterstaff.
Mace Strike
Strike with your Mace.
Mace Strike
Strike with your Maces.
Mace Strike
Strike with your Mace.
Spear Throw
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Bow Shot
Fire an arrow with your Bow.
Crossbow Shot
Fire a bolt from your crossbow.
Life Remnants
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Critically Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Explosive Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
Fulminating Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Lightning attack damage in an area and inflicting Lightning Exposure.
Shattering Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Cold attack damage in an area and inflicting Cold Exposure.
Poisonous Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Bleeding Concoction
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
Meditate
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is double its normal maximum. This skill cannot be used if your Energy Shield is already double its normal maximum or you have no maximum Energy Shield.
Elemental Storm
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Vaulting Impact
Leap forward and Slam the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
Storm Wave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
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.
Decompose
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Elemental Expression
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
War Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Attack damage and Accuracy while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Defiance Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Armour, Evasion and movement speed while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Dread Banner
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Stun Threshold, Elemental Ailment Threshold and Flask charges while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
Freezing Mark
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Unbound Avatar
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Hand of Chayula
Dash to an enemy and Strike them with an unarmed Attack, applying socketed Curses and triggering socketed Marks with reduced effect. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Summon Infernal Hound
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
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.
Temporal Rift
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Time Freeze
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
Time Snap
Manipulate time, resetting the cooldowns of your other Skills.
Demon Form
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
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.
Elemental Invocation
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
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.
Ancestral Spirits
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Ritual Sacrifice
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Emergency Reload
Instantly reload your active Crossbow Ammunition and Empowers the loaded bolts to deal more damage.
Cluster Grenade
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
Blink
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Charge Infusion
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
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.
Reaper's Invocation
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
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.
Cast on Block
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
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-infused 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.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
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.
Infuse Weapon
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Fire Spell on Hit
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
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.
Supporting Fire
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
Temper Weapon
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
Unleash
Infuse yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Skill Gems Gemcutting /49
Drop Level /37
Drop Level | Tier |
---|---|
1 | 1 |
4 | 2 |
7 | 3 |
11 | 4 |
15 | 5 |
19 | 6 |
23 | 7 |
27 | 8 |
32 | 9 |
37 | 10 |
42 | 11 |
47 | 12 |
53 | 13 |
59 | 14 |
62 | 14Weight 128, 15Weight 1 |
63 | 14Weight 128, 15Weight 2 |
64 | 14Weight 128, 15Weight 4 |
65 | 14Weight 128, 15Weight 8 |
66 | 14Weight 128, 15Weight 16, 16Weight 1 |
67 | 14Weight 64, 15Weight 32, 16Weight 2 |
68 | 14Weight 8, 15Weight 64, 16Weight 4 |
69 | 14Weight 4, 15Weight 128, 16Weight 8 |
70 | 15Weight 64, 16Weight 16, 17Weight 1 |
71 | 15Weight 32, 16Weight 32, 17Weight 2 |
72 | 15Weight 8, 16Weight 64, 17Weight 4 |
73 | 15Weight 4, 16Weight 128, 17Weight 8 |
74 | 16Weight 64, 17Weight 16, 18Weight 1 |
75 | 16Weight 32, 17Weight 32, 18Weight 2 |
76 | 16Weight 8, 17Weight 64, 18Weight 4 |
77 | 16Weight 4, 17Weight 128, 18Weight 8 |
78 | 17Weight 64, 18Weight 16, 19Weight 1 |
79 | 17Weight 32, 18Weight 32, 19Weight 2 |
80 | 17Weight 8, 18Weight 64, 19Weight 4 |
81 | 17Weight 4, 18Weight 128, 19Weight 8 |
82 | 18Weight 64, 19Weight 16, 20Weight 1 |
83 | 18Weight 32, 19Weight 32, 20Weight 2 |
84 | 18Weight 8, 19Weight 64, 20Weight 4 |
Tier Level /22
Used for Item Implicit and Ascendancy Skill
Req Level | Socket Number | Skill Level |
---|---|---|
1 | 2 | 1 |
3 | 2 | |
6 | 3 | |
10 | 4 | |
14 | 5 | |
18 | 6 | |
22 | 7 | |
26 | 8 | |
31 | 9 | |
36 | 10 | |
40 | 3 | |
41 | 11 | |
46 | 12 | |
52 | 13 | |
58 | 14 | |
64 | 15 | |
65 | 4 | |
66 | 16 | |
72 | 17 | |
78 | 18 | |
84 | 19 | |
90 | 5 | 20 |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.