Skill Gem /160
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
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.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Curse all targets in an area after a short delay, making them deal less damage.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
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. Creates a Lightning Infusion on successful use.
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. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
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.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
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.
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.
Channel a debilitating hex that Withers enemies in the area.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
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.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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.
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.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
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.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
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.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. 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.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
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.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
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.
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 glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
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.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
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.
Create an area of Consecrated Ground around you.
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
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 spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
[DNT] 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 spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Augment 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.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
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.
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.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
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.
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.
Fire a burst of Chaos energy at the target.
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.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
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. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
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.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
Fire an electrifying arrow that explodes in an Area on Hit. 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.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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.
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.
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.
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.
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.
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.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.
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.
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.
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.
[DNT] Build Glory by Break Armour and Igniting 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.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
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.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Strike with your Swords.
Strike with your Axes.
Strike with your Maces.
Strike with your Claws.
Strike with your Daggers.
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.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
Fire a Lightning-charged 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.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
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.
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.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
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. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
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.
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.
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.
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.
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.
Augment 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.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed.
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.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
[DNT] Conjure Abyssal magic to bind a Rare Undead for a duration, Hindering them. If you defeat the Undead while it is bound, it will be a captured and stored into a Soul Crystal. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.
Support Gem /5
Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
Supports any skill that you can use, making you harder to Stun while using it.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Supports any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Item mods /3
NameLevelPre/SufDescriptionWeight
1Corrupted(20–30)% increased Weapon Swap Speed Attack Speedgloves 1
1Corrupted(10–20)% increased Melee Strike Range with this weapon Attackmace 1
warstaff 1
1Corrupted(10–15)% chance to Poison on Hit with this weapon Chaos Attack Ailmentwarstaff 1
Monsters mods /1
NameLevelPre/SufDescriptionWeight
1Uniqueroyale monster armour drop chance permyriad [80]
royale monster currency drop chance permyriad [200]
royale monster flask drop chance permyriad [0]
royale monster skill gem drop chance permyriad [300]
royale monster support gem drop chance permyriad [75]
royale monster unique drop chance permyriad [8]
royale monster weapon drop chance permyriad [80]
Trinket mods /3
NameLevelPre/SufDescriptionWeight
of Superstition1Suffix(4–5)% chance to receive additional Weapons when opening a Reward Chest in a Heist
of Superstition50Suffix(6–7)% chance to receive additional Weapons when opening a Reward Chest in a Heist
of Superstition70Suffix(8–10)% chance to receive additional Weapons when opening a Reward Chest in a Heist
Misc mods /21
NameLevelDomainPre/SufDescriptionWeight
1ChestUniqueContained Weapons are Animated
1ChestUniqueContains (6–10) additional Rare Maraketh Weapons
of Swapping1JewelSuffix(15–25)% increased Weapon Swap Speed Attack Speedstrjewel 1
default 0
of Swapping1JewelSuffix(2–4)% increased Weapon Swap Speed Attack Speedstr_radius_jewel 1
default 0
Soldier's1JewelUnique(12–14)% increased Damage with One Handed Weapons Damage Attack
Champion's1JewelUnique(12–14)% increased Damage with Two Handed Weapons Damage Attack
Bandit's1JewelUnique(4–6)% increased Attack Speed with One Handed Melee Weapons Attack Speed
Warrior's1JewelUnique(4–6)% increased Attack Speed with Two Handed Melee Weapons Attack Speed
Harming1JewelUnique(14–18)% increased Critical Hit Chance with One Handed Melee Weapons Attack Critical
Sundering1JewelUnique(14–18)% increased Critical Hit Chance with Two Handed Melee Weapons Attack Critical
Piercing1JewelUnique(15–18)% increased Critical Damage Bonus with One Handed Melee Weapons Damage Attack Critical
Rupturing1JewelUnique+(15–18)% to Critical Damage Bonus with Two Handed Melee Weapons Damage Attack Critical
1JewelUniqueMelee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local jewel effect base radius [1200]
Attack
Ulaman's65AbyssPrefix(61–79)% increased Spell Damage while wielding a Melee Weapon ulaman Caster
Ulaman's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Lightning Resistance ulaman Damage Elemental Lightning Attack
Amanamu's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Fire Resistance amanamu Damage Elemental Fire Attack
Kurgal's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Cold Resistance kurgal Damage Elemental Cold Attack
1ExpeditionRelicSuffixRunic Monsters drop other Items instead of Weapons
of Armaments1SentinelSuffix(2.6–3)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [4]
of Armaments45SentinelSuffix(3.1–3.5)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [6]
of Armaments75SentinelSuffix(3.6–5)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [8]
Item /50
Blacksmith's Whetstone
Stack Size: 1 / 20
Improves the quality of a martial weapon
Artificer's Orb
Stack Size: 1 / 20
Adds a Rune Socket to a Martial Weapon, wand, staff or Armour
Celestial Blacksmith's Incubator
Adds an incubated Shaper or Elder Weapon item to an equippable item
Item drops after killing {0} monsters
Celestial Blacksmith's Incubator
Stack Size: 1 / 10
Adds an incubated Shaper or Elder Weapon item to an equippable item
Item drops after killing {0} monsters
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Gain 5% of Damage as Extra Damage of all Elements
Wand or Staff: Gain 5% of Damage as Extra Damage of all Elements
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Fenumus' Rune of Agony
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Gain 13% of Damage as Extra Chaos Damage
Wand or Staff: Gain 13% of Damage as Extra Chaos Damage
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Farrul's Rune of the Hunt
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% increased Attack Damage against Rare or Unique Enemies
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Thane Myrk's Rune of Summer
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 23 to 34 Fire Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Lady Hestra's Rune of Winter
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 19 to 28 Cold Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Thane Leld's Rune of Spring
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 1 to 60 Lightning Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Opiloti
Stack Size: 1 / 10
Martial Weapons: 15% chance to cause Bleeding on Hit
Helmets: 20% increased Charm Charges gained
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Jiquani
Stack Size: 1 / 10
Martial Weapons: Recover 2% of maximum Life on Kill
Body Armours: 3% increased maximum Life
Place into an empty Rune Socket in a Weapon or a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Zalatl
Stack Size: 1 / 10
Martial Weapons: Recover 2% of maximum Mana on Kill
Helmets: 3% increased maximum Mana
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Puhuarte
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Tzamoto
Stack Size: 1 / 10
Martial Weapons: 30% increased Freeze Buildup
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Xopec
Stack Size: 1 / 10
Martial Weapons: 30% increased chance to Shock
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Azcapa
Stack Size: 1 / 10
Gloves: 10% increased Quantity of Gold Dropped by Slain Enemies
Place into an empty Rune Socket in a Weapon or a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Topotante
Stack Size: 1 / 10
Martial Weapons: Attacks with this Weapon Penetrate 15% Elemental Resistances
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Quipolatl
Stack Size: 1 / 10
Martial Weapons: 5% increased Attack Speed
Boots: 15% reduced Slowing Potency of Debuffs on You
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Ticaba
Stack Size: 1 / 10
Body Armours: Hits against you have 20% reduced Critical Damage Bonus
Shields: Hits against you have 20% reduced Critical Damage Bonus
Place into an empty Rune Socket in a Weapon, a Body Armour or a Shield to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Opiloti's Soul Core of Assault
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Wand or Staff: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Wand or Staff: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Xopec's Soul Core of Power
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain a Power Charge to gain an additional Power Charge
Wand or Staff: 50% chance when you gain a Power Charge to gain an additional Power Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Citaqualotl's Soul Core of Foulness
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 19 to 29 Chaos damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Talisman of Thruldana
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 25% reduced Poison Duration
Targets can be affected by +1 of your Poisons at the same time
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Omen of the Sovereign
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Ulaman modifier
Omen of the Liege
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Amanamu modifier
Omen of the Blackblooded
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Kurgal modifier
Gnawed Jawbone
Stack Size: 1 / 20
Desecrates a Rare Weapon or Quiver
Preserved Jawbone
Stack Size: 1 / 20
Desecrates a Rare Weapon or Quiver
Ember Greataxe
Fire Damage: 58-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 50, 70 Str, 28 Dex
local weapon implicit hidden % base damage is fire [100]
Molten Hammer
Physical Damage: 35.5-59
Fire Damage: 35.5-59
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 77, 163 Str
local weapon implicit hidden % base damage is fire [50]
Calescent Hammer
Physical Damage: 22-37
Fire Damage: 22-37
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 45, 80 Str
local weapon implicit hidden % base damage is fire [50]
Smithing Hammer
Physical Damage: 5.5-9
Fire Damage: 5.5-9
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
Flying Spear
Physical Damage: 41-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Swift Spear
Physical Damage: 28-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
War Spear
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Striking Spear
Physical Damage: 11.5-45.5
Lightning Damage: 11.5-45.5
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
Grants Skill: Spear Throw
local weapon implicit hidden % base damage is lightning [50]
Moon Dagger
Cold Damage: 11-26
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 20, 22 Dex, 22 Int
local weapon implicit hidden % base damage is cold [100]
Icicle Flail
Cold Damage: 24-55
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 47, 66 Str, 27 Int
local weapon implicit hidden % base damage is cold [100]
Striking Quarterstaff
Physical Damage: 53-111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 77, 127 Dex, 50 Int
16% increased Melee Strike Range with this weapon
Reaching Quarterstaff
Physical Damage: 35-72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 45, 63 Dex, 26 Int
16% increased Melee Strike Range with this weapon
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
16% increased Melee Strike Range with this weapon
Crackling Quarterstaff
Physical Damage: 5-22
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 16, 25 Dex, 12 Int
local weapon implicit hidden added maximum lightning damage [35]
local weapon implicit hidden added minimum lightning damage [1]
Arcing Quarterstaff
Physical Damage: 14-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 51, 71 Dex, 29 Int
local weapon implicit hidden added maximum lightning damage [75]
local weapon implicit hidden added minimum lightning damage [1]
Bolting Quarterstaff
Physical Damage: 24-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 78, 127 Dex, 50 Int
local weapon implicit hidden added maximum lightning damage [100]
local weapon implicit hidden added minimum lightning damage [1]
Cultist Bow
Physical Damage: 10-17
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 33, 60 Dex
local weapon implicit hidden added maximum chaos damage [37]
local weapon implicit hidden added minimum chaos damage [19]
Adherent Bow
Physical Damage: 21-34
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 59, 104 Dex
local weapon implicit hidden added maximum chaos damage [59]
local weapon implicit hidden added minimum chaos damage [31]
Fanatic Bow
Physical Damage: 42-70
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
Unique /13
local weapon implicit hidden % base damage is fire [50]
Adds (4–6) to (8–10) Physical Damage
Adds (4–6) to (8–10) Fire Damage
+(10–20) to Strength
+(20–30)% to Fire Resistance
Hits Break (30–50) Armour
Inflicts Fire Exposure when this Weapon Fully Breaks Armour
Adds (8–12) to (16–20) Physical Damage
Adds (8–12) to (16–20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
+(15–25) to Evasion Rating
Adds (3–5) to (8–10) Physical Damage to Attacks
(10–15)% increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with Weapons is 7%
50% increased Armour and Evasion
Adds (2–3) to (5–6) Physical Damage to Attacks
+(30–50) to maximum Life
(4–8)% increased Attack Speed
Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
+(5–10)% to Critical Damage Bonus
Adds (21–26) to (25–31) Physical Damage
(10–15)% increased Attack Speed
Breaks Armour equal to 40% of damage from Hits with this weapon
Fully Armour Broken enemies you kill with Hits Shatter
16% increased Melee Strike Range with this weapon
1% increased Area of Effect for Attacks per 10 Intelligence
1% increased Attack Speed per 10 Dexterity
10% increased Weapon Damage per 10 Strength
Adds (18–22) to (24–28) Physical Damage
Adds 1 to (50–55) Lightning Damage
(10–15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
Grants Skill: Spear Throw
Adds (2–3) to (6–8) Physical Damage
Deal no Elemental Damage
20% increased Melee Strike Range with this weapon
Any number of Poisons from this Weapon can affect a target at the same time
Always Poison on Hit with this weapon
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
Adds (5–7) to (10–12) Physical Damage
+10 to Dexterity
(30–50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 50% of Physical damage as Extra damage of each Element
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Passive /12
6% increased Attack Speed with One Handed Melee Weapons
15% increased Accuracy Rating with One Handed Melee Weapons
+10 to Strength and Dexterity
40% increased Critical Damage Bonus with One Handed Melee Weapons
25% increased Damage with One Handed Weapons
Attacks have 10% chance to Maim on Hit
25% increased Damage with One Handed Weapons
Attacks with One-Handed Weapons have 20% increased Chance to inflict Ailments
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
25% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
8% increased Attack Speed with One Handed Weapons
+15 to Dexterity
32% increased Spell Damage while wielding a Melee Weapon
+10 to Dexterity
16% increased Accuracy Rating with One Handed Melee Weapons
16% increased Accuracy Rating with Two Handed Melee Weapons
+2 to Melee Strike Range
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
25% more Skill Speed while Off Hand is empty and you have
a One-Handed Martial Weapon equipped in your Main Hand
Ascendancy Passive /5
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Manifest Weapon
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Temper Weapon
Ascendancy: Amazon
Character: Huntress
Attacks using your Weapons have Added Physical Damage equal
to 25% of the Accuracy Rating on the Weapon
Ascendancy: Tactician
Character: Mercenary
Allies in your Presence gain added Attack Damage equal
to 25% of your main hand Weapon's Damage
Ascendancy: Witchhunter
Character: Mercenary
100 Passive Skill Points become Weapon Set Skill Points
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