Zarokh's Revolt
Category: Seal
Cost Multiplier: 200%
Cooldown Time: 10.00 s
Support Requirements: +5 Int
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 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.
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.
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 |
| Level | Requires Level | Int |
|---|---|---|
| 1 | 0 | 0 |
Attribute /4
Zarokh's Revolt
| Name | Show Full Descriptions |
|---|---|
| DropLevel | 52 |
| BaseType | Zarokh's Revolt |
| Class | Support Gems |
| ItemType | Metadata/Items/Gems/SupportGemZarokhsRevolt |
Zarokh's Revolt
Category: Seal
Cost Multiplier: 200%
Cooldown Time: 10.00 s
Support Requirements: +5 Int
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 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.
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
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.
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.
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.
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.
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.
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.
[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.
Chaos Bolt
Fire a burst of Chaos energy at the target.
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.
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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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.