Toxic Domain
Tier: 13
Level: (1–20)
Cost: (24–106) Mana
Cooldown Time: 11.00 s
Attack Damage: (100–312)% of base
Requires: Level (1–90), (4–157) Dex
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Toxic Bloom
Toxic Bloom Radius is 3 metres
Toxic Bloom duration is 8 seconds
Each enemy can have up to 1 Pustule attached
Regenerate (5.67–41.67) life per second
Skill costs are increased by 25%
Projectile Hits attach a Pustule
Additional Effects From Quality:
Toxic Bloom Radius is (0–0.3) metres
Pustule Explosion
Skills can be managed in the Skills Panel.


From /1
Uncut Skill Gem Tier 13
Level Effect /40
Implicit |
---|
Skill costs are increased by 25% Projectile Hits attach a Pustule Toxic Bloom Radius is 3 metres Toxic Bloom duration is 8 seconds Each enemy can have up to 1 Pustule attached |
Level | Requires Level | Dex | Cost | Base Damage | Regenerate 5.67 life per second |
---|---|---|---|---|---|
1 | 0 | 4 | 24 | 100%, 100%, 38% | 5.67 |
2 | 3 | 9 | 27 | 110%, 110%, 42% | 7.47 |
3 | 6 | 14 | 31 | 121%, 121%, 46% | 9.27 |
4 | 10 | 21 | 34 | 132%, 132%, 50% | 11.07 |
5 | 14 | 28 | 38 | 142%, 142%, 54% | 12.87 |
6 | 18 | 35 | 41 | 153%, 153%, 58% | 14.67 |
7 | 22 | 41 | 45 | 164%, 164%, 62% | 16.47 |
8 | 26 | 48 | 49 | 174%, 174%, 66% | 18.27 |
9 | 31 | 57 | 53 | 182%, 182%, 69% | 20.07 |
10 | 36 | 65 | 57 | 191%, 191%, 73% | 21.87 |
11 | 41 | 74 | 61 | 201%, 201%, 76% | 23.67 |
12 | 46 | 82 | 66 | 211%, 211%, 80% | 25.47 |
13 | 52 | 92 | 70 | 222%, 222%, 84% | 27.27 |
14 | 58 | 103 | 75 | 233%, 233%, 88% | 29.07 |
15 | 64 | 113 | 80 | 244%, 244%, 93% | 30.87 |
16 | 66 | 116 | 85 | 257%, 257%, 98% | 32.67 |
17 | 72 | 126 | 90 | 269%, 269%, 102% | 34.47 |
18 | 78 | 137 | 95 | 283%, 283%, 108% | 36.27 |
19 | 84 | 147 | 101 | 297%, 297%, 113% | 38.07 |
20 | 90 | 157 | 106 | 312%, 312%, 119% | 41.67 |
21 | 112 | 327%, 327%, 124% | 43.47 | ||
22 | 118 | 344%, 344%, 131% | 45.27 | ||
23 | 124 | 361%, 361%, 137% | 47.07 | ||
24 | 130 | 379%, 379%, 144% | 48.87 | ||
25 | 137 | 398%, 398%, 151% | 50.67 | ||
26 | 144 | 418%, 418%, 159% | 52.47 | ||
27 | 151 | 439%, 439%, 167% | 54.27 | ||
28 | 158 | 461%, 461%, 175% | 56.07 | ||
29 | 165 | 484%, 484%, 184% | 57.87 | ||
30 | 173 | 508%, 508%, 193% | 59.67 | ||
31 | 180 | 533%, 533%, 203% | 61.47 | ||
32 | 188 | 560%, 560%, 213% | 63.27 | ||
33 | 196 | 588%, 588%, 223% | 65.07 | ||
34 | 205 | 618%, 618%, 235% | 66.87 | ||
35 | 214 | 648%, 648%, 246% | 68.67 | ||
36 | 222 | 681%, 681%, 259% | 70.47 | ||
37 | 232 | 715%, 715%, 272% | 72.27 | ||
38 | 241 | 751%, 751%, 285% | 74.07 | ||
39 | 251 | 788%, 788%, 299% | 75.87 | ||
40 | 261 | 828%, 828%, 314% | 77.67 |
Attribute /7
Toxic Domain
Name | Show Full Descriptions |
---|---|
Acronym | Hit, Projectile, Hits |
BaseType | Toxic Domain |
Class | Skill Gems |
TargetTypes | Any |
Type | Area, Duration, NoAttackInPlace, Chaos, DetonatesAfterTime, Buff, Cooldown, Attack, NoAttackOrCastTime, Physical |
ItemType | Metadata/Items/Gem/SkillGemToxicDomain |
ActiveSkillsCode | toxic_domain |
Toxic Domain
Tier: 13
Level: (1–20)
Cost: (24–106) Mana
Cooldown Time: 11.00 s
Attack Damage: (100–312)% of base
Requires: Level (1–90), (4–157) Dex
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Toxic Bloom
Toxic Bloom Radius is 3 metres
Toxic Bloom duration is 8 seconds
Each enemy can have up to 1 Pustule attached
Regenerate (5.67–41.67) life per second
Skill costs are increased by 25%
Projectile Hits attach a Pustule
base deal no damage [1]
can perform skill while moving [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
toxic domain pustule poison explode threshold [255,145365]
Additional Effects From Quality:
Toxic Bloom Radius is (0–0.3) metres
Pustule Explosion
Attack Damage: (38–119)%
Pustule Detonation radius is 1.6 metres
Pustule Detonates after 6 seconds
Pustules store expected damage of Poisons inflicted on them and will Detonate early after storing Poison damage
base skill effect duration [8000]
can perform skill while moving [1]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
skill no cost or reservation [1]
skill specific stat description mode [1]
toxic domain healing per minute + [100]
toxic domain mana cost +% [25]
toxic domain pustule chance % [100]
Skills can be managed in the Skills Panel.


Supported By /173
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger at the cost of damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
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.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Second Wind I
Supports skills with cooldowns, giving them extra uses of that cooldown.
Cannot support instant or triggered skills, or modify the skills of minions.
Second Wind II
Supports skills with cooldowns, giving them extra uses of that cooldown.
Cannot support instant or triggered skills, or modify the skills of minions.
Second Wind III
Supports skills with cooldowns, giving them extra uses of that cooldown and causing them to restore Life on use.
Cannot support instant or triggered skills, or modify the skills of minions.
Inevitable Critical
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Compressed Duration I
Supports any skill that has a duration making that duration shorter.
Compressed Duration II
Supports any skill that has a duration making that duration shorter.
Prolonged Duration I
Supports any skill that has a duration, making that duration longer.
Prolonged Duration II
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.
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.
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.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
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.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Chaos Mastery
Supports Chaos skills, granting them an additional level. Does not support skills which do not have levels.
Physical Mastery
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Cooldown Recovery I
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Cooldown Recovery II
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Long Fuse I
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
Long Fuse II
Supports Skills which have a Detonation Time, causing those Skills to have much higher Detonation Time and detonation damage.
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.
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.
Derange
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Verglas
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Overextend
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Commiserate
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Defy I
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Defy II
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Volatility
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Short Fuse I
Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.
Short Fuse II
Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.