Stampede
Tier: 11
Level: (1–20)
Cost: (10–86) Mana
Attack Damage: (40–125)% of base
Requires: Level (1–90), (1–205) Str
Requires: One Hand Maces, Two Hand Maces
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.
Footsteps
While Dual Wielding, both weapons hit with 30% less damage
Jagged Ground duration is 6 seconds
Impact and Jagged Ground radius are 1.2 metres
Additional Effects From Quality:
(0–30)% chance to cause an Aftershock
Slam
Attack Damage: (120–374)%
While Dual Wielding, both weapons hit with 30% less damage
Explosion
While Dual Wielding, both weapons hit with 30% less damage
Detonates Jagged Ground within 3.2 metre radius of Slam and each patch of Jagged Ground detonated
Skills can be managed in the Skills Panel.
Support Gems /3
From /1
Uncut Skill Gem Tier 11
Level Effect /40
Level | Requires Level | Str | Cost | Base Damage |
---|---|---|---|---|
1 | 0 | 1 | 10 | 100%, 40%, 120%, 100% |
2 | 3 | 9 | 11 | 100%, 44%, 132%, 100% |
3 | 6 | 16 | 12 | 100%, 48%, 145%, 100% |
4 | 10 | 25 | 14 | 100%, 53%, 158%, 100% |
5 | 14 | 34 | 15 | 100%, 57%, 171%, 100% |
6 | 18 | 43 | 17 | 100%, 61%, 184%, 100% |
7 | 22 | 52 | 19 | 100%, 66%, 197%, 100% |
8 | 26 | 61 | 22 | 100%, 69%, 208%, 100% |
9 | 31 | 72 | 24 | 100%, 73%, 219%, 100% |
10 | 36 | 83 | 27 | 100%, 77%, 230%, 100% |
11 | 41 | 95 | 31 | 100%, 80%, 241%, 100% |
12 | 46 | 106 | 34 | 100%, 84%, 253%, 100% |
13 | 52 | 119 | 39 | 100%, 89%, 266%, 100% |
14 | 58 | 133 | 43 | 100%, 93%, 279%, 100% |
15 | 64 | 146 | 49 | 100%, 98%, 293%, 100% |
16 | 66 | 151 | 54 | 100%, 103%, 308%, 100% |
17 | 72 | 164 | 61 | 100%, 108%, 323%, 100% |
18 | 78 | 178 | 68 | 100%, 113%, 339%, 100% |
19 | 84 | 191 | 77 | 100%, 119%, 356%, 100% |
20 | 90 | 205 | 86 | 100%, 125%, 374%, 100% |
21 | 96 | 100%, 131%, 393%, 100% | ||
22 | 108 | 100%, 138%, 413%, 100% | ||
23 | 121 | 100%, 144%, 433%, 100% | ||
24 | 136 | 100%, 152%, 455%, 100% | ||
25 | 152 | 100%, 159%, 478%, 100% | ||
26 | 170 | 100%, 167%, 502%, 100% | ||
27 | 191 | 100%, 176%, 527%, 100% | ||
28 | 214 | 100%, 184%, 553%, 100% | ||
29 | 240 | 100%, 194%, 581%, 100% | ||
30 | 269 | 100%, 203%, 610%, 100% | ||
31 | 301 | 100%, 213%, 640%, 100% | ||
32 | 337 | 100%, 224%, 672%, 100% | ||
33 | 378 | 100%, 235%, 706%, 100% | ||
34 | 423 | 100%, 247%, 741%, 100% | ||
35 | 474 | 100%, 259%, 778%, 100% | ||
36 | 531 | 100%, 272%, 817%, 100% | ||
37 | 595 | 100%, 286%, 858%, 100% | ||
38 | 667 | 100%, 300%, 901%, 100% | ||
39 | 747 | 100%, 315%, 946%, 100% | ||
40 | 837 | 100%, 331%, 993%, 100% |
Attribute /8
Stampede
Key | Value |
---|---|
Acronym | Jagged Ground |
BaseType | Stampede |
Class | Skill Gems |
Weapon | One Hand Maces, Two Hand Maces |
TargetTypes | Ground |
Type | Attack, Melee, Area, Slam, Travel, CreatesGroundEffect, Duration |
ItemType | Metadata/Items/Gem/SkillGemStampede |
ActiveSkillsCode | channel_stampede |
Stampede
Tier: 11
Level: (1–20)
Cost: (10–86) Mana
Attack Damage: (40–125)% of base
Requires: Level (1–90), (1–205) Str
Requires: One Hand Maces, Two Hand Maces
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.
Footsteps
While Dual Wielding, both weapons hit with 30% less damage
Jagged Ground duration is 6 seconds
Impact and Jagged Ground radius are 1.2 metres
active skill base secondary area of effect radius [32]
attack is melee override [1]
attack maximum action distance + [45]
base skill show average damage instead of dps [1]
can create jagged ground [1]
is area damage [1]
shield charge acceleration duration ms [0]
shield charge base movement speed [70]
shield charge extra distance [53]
stampede pushiness size + [2]
Additional Effects From Quality:
(0–30)% chance to cause an Aftershock
Slam
Attack Damage: (120–374)%
While Dual Wielding, both weapons hit with 30% less damage
active skill base secondary area of effect radius [32]
attack is melee override [1]
attack maximum action distance + [45]
base skill show average damage instead of dps [1]
can create jagged ground [1]
display statset hide usage stats [1]
is area damage [1]
shield charge acceleration duration ms [0]
shield charge base movement speed [70]
shield charge extra distance [53]
stampede pushiness size + [2]
Explosion
While Dual Wielding, both weapons hit with 30% less damage
Detonates Jagged Ground within 3.2 metre radius of Slam and each patch of Jagged Ground detonated
active skill base area of effect radius [12]
attack is melee override [1]
attack maximum action distance + [45]
base skill show average damage instead of dps [1]
can create jagged ground [1]
display statset hide usage stats [1]
is area damage [1]
shield charge acceleration duration ms [0]
shield charge base movement speed [70]
shield charge extra distance [53]
stampede pushiness size + [2]
Skills can be managed in the Skills Panel.
Supported By /103
Fire Infusion
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
Martial Tempo
Supports Attacks, causing them to Attack faster.
Cold Infusion
Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
Bullseye
Supports Attacks, causing them to gain Accuracy.
Magnified Effect
Supports any skill with an area of effect, making it larger.
Lightning Infusion
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Bludgeon
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Life Thief
Supports Attacks, causing their Physical damage to Leech Life.
Soul Thief
Supports Attacks, causing their Physical damage to Leech Mana.
Chaos Infusion
Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
Heavy Swing
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Concentrated Effect
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Bloodlust
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Blind
Supports any skill that Hits enemies, causing them to Blind on Hit.
Fire Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Cold Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
Lightning Penetration
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Ice Bite
Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
Glaciation
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
Conduction
Supports any skill that Hits enemies, making it more likely to Shock.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Wildfire
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
Lacerate
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Envenom
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Maim
Supports Attacks, causing them to Maim enemies.
Immolate
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Lasting Shock
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Brutality
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Momentum
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Withering Touch
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Close Combat
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Rage
Supports Melee Attacks, causing them to grant Rage on Hit.
Execute
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Overcharge
Supports any skill that Hits enemies, making its Shocks more effective but last for a shorter duration.
Jagged Ground
Supports Slam skills, granting them a chance to create patches of Jagged Ground.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Ruthless
Supports Attacks, causing repeated uses to be more effective at Stunning enemies.
Fast Forward
Supports any skill that has a duration, making that duration shorter.
Fist of War
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Persistence
Supports any skill that has a duration, making that duration longer.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Coursing Current
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Deep Freeze
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Ignition
Supports any skill that Hits enemies, making it more likely to Ignite.
Searing Flame
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Eternal Flame
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Devastate
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Corrosion
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
Bursting Plague
Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
Frostfire
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Stormfire
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Biting Frost
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
Hourglass
Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
Fiery Death
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
Lockdown
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
Overpower
Supports any skill that hits enemies, causing it to build up Stun more quickly.
Pin
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Break Endurance
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Minion Pact
Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
Life Drain
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
Soul Drain
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
Innervate
Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
Comorbidity
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Demolisher
Supports any skill, causing Armour Break it inflicts to be stronger.
Rageforged
Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Stomping Ground
Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
Fire Exposure
Supports any skill that Hits enemies, causing it to inflict Fire Exposure when it Ignites an enemy.
Lightning Exposure
Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when it Shocks an enemy.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
Deadly Poison
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Deep Cuts
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Swift Affliction
Supports any skill that deals damage, causing it to deal more damage over time but have a shorter duration.
Combo Finisher
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Encumbrance
Supports any skill, causing inflicted Slows to be more powerful.
Rupture
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Culling Strike
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Splinter
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Longshot
Supports Attacks, causing them to deal more damage from farther away.
Discombobulate
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
Break Posture
Supports Attacks, causing them to Daze Enemies when they fully Break Armour.
Primal Armament
Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
Aftershock
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Despoiler
Supports Skills that create Ground Surfaces, causing those surfaces to last longer.
Strip Away
Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Heft
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Leverage
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Culmination
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot Support Skills used by Minions.
Potential
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Expanse
Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Excise
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Execrate
Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Ferocity
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Tremors
Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
Edit
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.