Zarokh's Revolt
Category: Seal
Cost Multiplier: 200%
Cooldown Time: 10.00 s
Supports Spells you cast yourself, making their effect reoccur up to five times when cast, but giving them a moderate Cooldown. Cannot support Channelling Skills.
Supported Spells gain a Seal every 50% of cast time, to a maximum of 5 Seals
Supported Spells are Unsealed when cast, and their effects Reoccur for each Seal lost
Supported Skills deal 20% less Damage when Reoccurring
Zarokh's ire built over the centuries as he planned his escape.
The Afarud would find what he sought, and then... the
Weeping Black would break the chains of his prison.
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Family
Level Effect /1
Implicit
Mana: 200%
CooldownTime: 10000
Supported Skills deal 20% less Damage when Reoccurring
Supported Spells gain a Seal every 50% of cast time, to a maximum of 5 Seals\nSupported Spells are Unsealed when cast, and their effects Reoccur for each Seal lost
LevelRequires LevelInt
100
Attribute /4

Zarokh's Revolt

NameShow Full Descriptions
DropLevel 52
BaseType Zarokh's Revolt
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemZarokhsRevolt
Zarokh's Revolt
Category: Seal
Cost Multiplier: 200%
Cooldown Time: 10.00 s
Supports Spells you cast yourself, making their effect reoccur up to five times when cast, but giving them a moderate Cooldown. Cannot support Channelling Skills.
Supported Spells gain a Seal every 50% of cast time, to a maximum of 5 Seals
Supported Spells are Unsealed when cast, and their effects Reoccur for each Seal lost
Supported Skills deal 20% less Damage when Reoccurring
Zarokh's ire built over the centuries as he planned his escape.
The Afarud would find what he sought, and then... the
Weeping Black would break the chains of his prison.
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /44
  • Allow Type: Unleashable, Spell, AND
  • Excluded Type: Persistent, SummonsTotem, UsedByTotem, Trapped, RemoteMined, Triggered, HasReservation, Vaal, Instant, Channel, ComboStacking, HasSeals, SupportedByUnleash, NOT, AND
  • 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. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
    Detonate Dead
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Volatile Dead
    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.
    Spark
    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.
    Enervating Nova
    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.
    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
    Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, 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. Highlights enemies that can be Culled.
    Firestorm
    Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
    Arc
    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.
    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.
    Elemental Weakness
    Curse all targets in an area after a short delay, lowering their Elemental Resistances.
    Ball Lightning
    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.
    Orb of Storms
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    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.
    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 is effective at Chilling enemies and explodes on colliding with terrain.
    Dark Pact
    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.
    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.
    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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
    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.
    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 Bleeding.
    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. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
    [DNT] Crushing Earth
    [DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Chaos Bolt
    Fire a burst of Chaos energy at the target.
    Bone Cage
    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.
    Unearth
    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.
    Solar Orb
    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.
    Fireball
    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.
    Snap
    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.
    Freezing Shards
    Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
    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.
    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.
    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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
    Inevitable Agony
    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.
    Entangle
    Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
    Feast of Flesh
    Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed.
    Frost Darts
    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.
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