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Search all published Uniques and Skills for this game.

POE1
1Divine Orb8.7Chaos Orb

Forbidden Rites · 2026-09-16T15:00:00.000Z

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POE2Mechanics

Overview

Game Mechanics

Choose a topic to explore its effects and related skills.

Topics

Charges

Charge types and the skills that generate or consume them.

Ailments

Ailment effects and the skills and supports that interact with them.

Ground Effects

Effects left on the ground and the skills that create or interact with them.

Buffs

Beneficial effects and examples of skills that grant them.

Debuffs

Harmful effects beyond ailments, with related skill and support examples.

Control & Armour Break

Control effects and Armour Break, with related skill interactions.

Spirit

Spirit reservation and the campaign bosses that grant permanent Spirit.

Sources

Overview

#

Charge

Power Charges

Effect

You have Power Charges. These can interact with or augment certain skills and effects.

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.

There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

No inherent effect is stored on the charge itself. It is a POE2 resource that skills and mechanics generate, consume, or check.

GGPK Mechanics

Falling Thunder

Attack · Melee · Area · Slam · Projectile · RangedAttack · ProjectilesNotFromUser

Skill

Lv. 1+
Falling Thunder

AttackMeleeAreaSlamProjectileRangedAttackProjectilesNotFromUser

Falling Thunder skill icon

Req: Level 1+Level 1+

Suffuse your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to fire LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
forwards from the impact.
Suffuse your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to fire LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
forwards from the impact.

Core Mods

  • Cone length is 4 metresCone length is 4 metres
  • Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • 50% more Damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    50% more Damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • 100% more Damage if a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed
    100% more Damage if a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed
  • Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • Pierces all TargetsPierces all Targets
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% more Damage per Power ChargePower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Consumed
(0 - 20)% more Damage per Power ChargePower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Consumed
20% more Damage per Power ChargePower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Consumed
20% more Damage per Power ChargePower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Consumed

GGPK Mechanics

Flicker Strike

Attack · Melee · MeleeSingleTarget · Area · ConsumesCharges · SkillConsumesPowerChargesOnUse

Skill

Lv. 53+
Flicker Strike

AttackMeleeMeleeSingleTargetAreaConsumesChargesSkillConsumesPowerChargesOnUse

Flicker Strike skill icon

Req: Level 53+Level 53+

Teleport to an enemy and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to perform additional teleporting StrikesStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
on nearby enemies.
Teleport to an enemy and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to perform additional teleporting StrikesStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
on nearby enemies.

Core Mods

  • Teleports and StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    2 additional times per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    , with 285% more Attack Speed
    Teleports and StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    2 additional times per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    , with 285% more Attack Speed
  • You cannot gain Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    while using this Skill
    You cannot gain Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    while using this Skill

q20: (0 - 20)% more Critical Hit Chance(0 - 20)% more Critical Hit Chance20% more Critical Hit Chance20% more Critical Hit Chance

GGPK Mechanics

Power Siphon

Spell · Totemable · Trappable · Mineable · UsableWhileMoving · Damage · GeneratesCharges

Skill

Lv. 1+
Power Siphon

SpellTotemableTrappableMineableUsableWhileMovingDamageGeneratesCharges

Power Siphon skill icon

Req: Level 1+Level 1+

Attempt to rip the lifeforce from an enemy. Enemies within CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, granting a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
range.
Attempt to rip the lifeforce from an enemy. Enemies within CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, granting a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
range.

Core Mods

  • Deals (3 - 109) to (5 - 202) Physical DamageDeals (3 - 109) to (5 - 202) Physical DamageDeals 109 to 202 Physical DamageDeals 109 to 202 Physical Damage
  • (0 - 76)% chance to grant an additional Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    (0 - 76)% chance to grant an additional Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    76% chance to grant an additional Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    76% chance to grant an additional Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Cull

q20: (0 - 10)% chance to grant an additional Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on Cull
(0 - 10)% chance to grant an additional Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on Cull
10% chance to grant an additional Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on Cull
10% chance to grant an additional Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on Cull

GGPK Mechanics

Raise Zombie

Minion · MinionsCanExplode · Totemable · CreatesMinion · UsableWhileMoving · Duration · TargetsDestructibleCorpses

Skill

Lv. 15+
Raise Zombie

MinionMinionsCanExplodeTotemableCreatesMinionUsableWhileMovingDurationTargetsDestructibleCorpses

Raise Zombie skill icon

Req: Level 15+Level 15+

Consume a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
or Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to create a short-lived Zombie. Zombies created from Power ChargesPower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
are EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
and also create two additional non-empowered Zombies.
Consume a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
or Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to create a short-lived Zombie. Zombies created from Power ChargesPower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
are EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
and also create two additional non-empowered Zombies.

Core Mods

  • Zombie duration is 20 secondsZombie duration is 20 seconds
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies take 30% less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies take 30% less damage
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies deal (100 - 253)% more damage with Hits
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies deal (100 - 253)% more damage with Hits
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies deal 253% more damage with Hits
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies deal 253% more damage with Hits
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies have 25% more movement speed
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies have 25% more movement speed
  • Limit 10 Raised ZombiesLimit 10 Raised Zombies

q20: (0 - 25)% increased effect of Empowerment on Raised Zombies(0 - 25)% increased effect of Empowerment on Raised Zombies25% increased effect of Empowerment on Raised Zombies25% increased effect of Empowerment on Raised Zombies

GGPK Mechanics

Abyssal Apparition

Spell · Triggerable · Triggered · InbuiltTrigger · AttackInPlace

Skill

Lv. 1+
Abyssal Apparition

SpellTriggerableTriggeredInbuiltTriggerAttackInPlace

Abyssal Apparition skill icon

Req: Level 1+Level 1+

Consume a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Spells, Spells with a Cooldown, TriggeredTriggered

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Spells, Spells granted by items, or Spells which already consume a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This Skill is not directly Supportable.
Consume a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Spells, Spells with a Cooldown, TriggeredTriggered

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Spells, Spells granted by items, or Spells which already consume a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This Skill is not directly Supportable.

Core Mods

  • Spells cast by Apparition deal (50 - 60)% less DamageSpells cast by Apparition deal (50 - 60)% less DamageSpells cast by Apparition deal 60% less DamageSpells cast by Apparition deal 60% less Damage

GGPK Mechanics

Bonestorm

Spell · Channel · Projectile · Physical · UsableWhileMoving · Area · ConsumesCharges

Skill

Lv. 15+
Bonestorm

SpellChannelProjectilePhysicalUsableWhileMovingAreaConsumesCharges

Bonestorm skill icon

Req: Level 15+Level 15+

ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel ImpalesImpales

Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to cause much larger explosions.
ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel ImpalesImpales

Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to cause much larger explosions.

Core Mods

  • Deals (4 - 116) to (7 - 175) Physical DamageDeals (4 - 116) to (7 - 175) Physical DamageDeals 116 to 175 Physical DamageDeals 116 to 175 Physical Damage
  • Can fire up to 20 ProjectilesCan fire up to 20 Projectiles
  • Modifiers to cast speed also affect this skill's costModifiers to cast speed also affect this skill's cost
  • 200% more ImpaleImpales

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
    Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
    A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
    Magnitude
    200% more ImpaleImpales

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
    Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
    A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
    Magnitude
  • ImpaleImpales

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
    Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
    A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
    on Spell HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ImpaleImpales

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical HitHit damage of the Impaling hit as its Magnitude .
    Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
    A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
    on Spell HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Deals (3 - 89) to (5 - 134) Physical DamageDeals (3 - 89) to (5 - 134) Physical DamageDeals 89 to 134 Physical DamageDeals 89 to 134 Physical Damage
  • Explosion radius is 0.5 metresExplosion radius is 0.5 metres
  • 40% more Area of Effect per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    40% more Area of Effect per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • +0.7 metres to explosion radius if a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed
    +0.7 metres to explosion radius if a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed

q20: (0 - 10)% more Cast Speed(0 - 10)% more Cast Speed10% more Cast Speed10% more Cast Speed

GGPK Mechanics

Charge Regulation

OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace

Skill

Lv. 59+
Charge Regulation

OngoingSkillHasReservationBuffPersistentAttackInPlace

Charge Regulation skill icon

Req: Level 59+Level 59+

While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.
While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.

Core Mods

  • (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds
    Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds

q20: Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds

GGPK Mechanics

Charged Staff

Spell · Duration · Buff · ConsumesCharges · SkillConsumesPowerChargesOnUse · HasUsageCondition · RequiresCharges

Skill

Lv. 32+
Charged Staff

SpellDurationBuffConsumesChargesSkillConsumesPowerChargesOnUseHasUsageConditionRequiresCharges

Charged Staff skill icon

Req: Level 32+Level 32+

Consume all Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to charge your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with electricity, adding LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage and a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
shockwave to your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Consume all Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to charge your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with electricity, adding LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage and a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
shockwave to your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.

Core Mods

  • Buff grants 1 to (2 - 22) Added QuarterstaffQuarterstaff

    Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
    Quarterstaff Attacks often focus on high mobility in combat.
    Attack LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed, up to your maximum Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Buff grants 1 to (2 - 22) Added QuarterstaffQuarterstaff

    Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
    Quarterstaff Attacks often focus on high mobility in combat.
    Attack LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed, up to your maximum Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Buff grants 1 to 22 Added QuarterstaffQuarterstaff

    Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
    Quarterstaff Attacks often focus on high mobility in combat.
    Attack LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed, up to your maximum Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Buff grants 1 to 22 Added QuarterstaffQuarterstaff

    Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
    Quarterstaff Attacks often focus on high mobility in combat.
    Attack LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed, up to your maximum Power ChargesPower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • Buff duration is 6 seconds per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    Buff duration is 6 seconds per Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • Wave length is 5 metresWave length is 5 metres
  • Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% increased Skill Effect Duration(0 - 20)% increased Skill Effect Duration20% increased Skill Effect Duration20% increased Skill Effect Duration

GGPK Mechanics

Devour

Attack · TargetsDestructibleCorpses · Melee · Area · Movement · Shapeshift · Wyvern

Skill

Lv. 15+
Devour

AttackTargetsDestructibleCorpsesMeleeAreaMovementShapeshiftWyvern

Devour skill icon

Req: Level 15+Level 15+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and devour a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
or CullableCullable

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
enemy, and additional nearby CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
. For each enemy or corpse devoured, you regenerate life and gain a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and devour a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
or CullableCullable

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
enemy, and additional nearby CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
. For each enemy or corpse devoured, you regenerate life and gain a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.

Core Mods

  • Impact radius is 1.8 metresImpact radius is 1.8 metres
  • Regenerates (10 - 337) life per enemy or CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    consumed over 1 second
    Regenerates (10 - 337) life per enemy or CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    consumed over 1 second
    Regenerates 337 life per enemy or CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    consumed over 1 second
    Regenerates 337 life per enemy or CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    consumed over 1 second
  • Consumes up to 2 additional CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    near the target
    Consumes up to 2 additional CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    near the target
  • Up to +0.5 seconds to Total Attack Time based on distance travelledUp to +0.5 seconds to Total Attack Time based on distance travelled

q20: (0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
consumption
(0 - 50)% chance to gain Flask and Charm charges as though killing the enemy on CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
consumption
50% chance to gain Flask and Charm charges as though killing the enemy on CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
consumption
50% chance to gain Flask and Charm charges as though killing the enemy on CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
consumption

GGPK Mechanics

Flame Breath

Damage · Shapeshift · Attack · Fire · Area · Duration · CreatesGroundEffect

Skill

Lv. 53+
Flame Breath

DamageShapeshiftAttackFireAreaDurationCreatesGroundEffect

Flame Breath skill icon

Req: Level 53+Level 53+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and LightningLightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and take to the skies, immolating enemies with a jet of fire. ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
ends after a short amount of time but can be prolonged by spending RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
. Consumes a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to EmpowerEmpower

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
the Skill, GainingGaining

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage and spending RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
more slowly.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and LightningLightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and take to the skies, immolating enemies with a jet of fire. ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
ends after a short amount of time but can be prolonged by spending RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
. Consumes a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to EmpowerEmpower

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
the Skill, GainingGaining

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage and spending RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
more slowly.

Core Mods

  • Immolation radius is 2 metresImmolation radius is 2 metres
  • EmpoweredEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Flame Breath GainsGaining

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    50% of damage as LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    EmpoweredEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Flame Breath GainsGaining

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, LightningLightning damage gained from Physical damage scales with LightningLightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    50% of damage as LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • EmpoweredEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Flame Breath costs 50% less RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per second
    EmpoweredEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Flame Breath costs 50% less RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per second
  • Ignites from a single use of this Skill CompoundIgnites from a single use of this Skill Compound
  • Inflicts 200% more Flammability MagnitudeInflicts 200% more Flammability Magnitude
  • 60% less Ignite Magnitude60% less Ignite Magnitude
  • RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    cost is ignored for first 4 seconds of ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    cost is ignored for first 4 seconds of ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Cannot gain RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    while using this Skill
    Cannot gain RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    while using this Skill
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
cost is ignored for an additional (0 - 1) second
RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
cost is ignored for an additional (0 - 1) second
RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
cost is ignored for an additional 1 second
RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
cost is ignored for an additional 1 second

Charge

Frenzy Charges

Effect

You have Frenzy Charges. These can interact with or augment certain skills and effects.

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.

There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

No inherent effect is stored on the charge itself. It is a POE2 resource that skills and mechanics generate, consume, or check.

GGPK Mechanics

Barrage

Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff

Skill

Lv. 15+
Barrage

SpellDurationModifiesNextSkillCooldownConsumesChargesUsableWhileMovingBuff

Barrage skill icon

Req: Level 15+Level 15+

Ready a volley of arrows or spears, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your next RepeatableRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
Attack to RepeatRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
multiple times. Consumes your Frenzy ChargesFrenzy Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on use to add additional repeats.
Ready a volley of arrows or spears, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your next RepeatableRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
Attack to RepeatRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
multiple times. Consumes your Frenzy ChargesFrenzy Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on use to add additional repeats.

Core Mods

  • Maximum Buff duration is 5 secondsMaximum Buff duration is 5 seconds
  • (410 - 600)% of EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
    (410 - 600)% of EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
    600% of EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
    600% of EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
  • EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks RepeatRepeatable

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    +2 times, and a further +1 time per Frenzy ChargeFrenzy Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    consumed
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks RepeatRepeatable

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    +2 times, and a further +1 time per Frenzy ChargeFrenzy Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    consumed
  • RepeatsRepeatable

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    deal 50% less Damage
    RepeatsRepeatable

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    deal 50% less Damage

q20: RepeatsRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
deal (0 - 5)% more Damage
RepeatsRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
deal (0 - 5)% more Damage
RepeatsRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
deal 5% more Damage
RepeatsRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
deal 5% more Damage

GGPK Mechanics

Sniper's Mark

Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving

Skill

Lv. 23+
Sniper's Mark

TrappableTotemableMineableMulticastableTriggerableDurationUsableWhileMoving

Sniper's Mark skill icon

Req: Level 23+Level 23+

MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
a target. The next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
the target receives ActivatesActivates

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
the MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
it to deal extra damage and grant you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
a target. The next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
the target receives ActivatesActivates

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
the MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
it to deal extra damage and grant you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Maximum MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
    duration is 8 seconds
    Maximum MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
    duration is 8 seconds
  • Next Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Marked Enemy has (20 - 77)% increased CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Damage Bonus
    Next Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Marked Enemy has (20 - 77)% increased CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Damage Bonus
    Next Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Marked Enemy has 77% increased CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Damage Bonus
    Next Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Marked Enemy has 77% increased CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Damage Bonus
  • Limit 1 Marked targetLimit 1 Marked target

q20: Next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
against Marked Enemy has (0 - 15)% increased CriticalCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Damage Bonus
Next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
against Marked Enemy has (0 - 15)% increased CriticalCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Damage Bonus
Next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
against Marked Enemy has 15% increased CriticalCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Damage Bonus
Next Critical HitCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
against Marked Enemy has 15% increased CriticalCritical Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Damage Bonus

GGPK Mechanics

Charge Regulation

OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace

Skill

Lv. 59+
Charge Regulation

OngoingSkillHasReservationBuffPersistentAttackInPlace

Charge Regulation skill icon

Req: Level 59+Level 59+

While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.
While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.

Core Mods

  • (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds
    Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds

q20: Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds

GGPK Mechanics

Combat Frenzy

OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace

Skill

Lv. 27+
Combat Frenzy

OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace

Combat Frenzy skill icon

Req: Level 27+Level 27+

While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.
While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.

Core Mods

  • Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds

q20: (0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

GGPK Mechanics

Cull The Weak

Attack · MeleeSingleTarget · Melee · Area · GeneratesCharges

Skill

Lv. 7+
Cull The Weak

AttackMeleeSingleTargetMeleeAreaGeneratesCharges

Cull The Weak skill icon

Req: Level 7+Level 7+

Dash to an enemy and run them through, CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
, with higher RarityRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional ChargesFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and run them through, CullingCulling

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
, with higher RarityRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional ChargesFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Enemies around you that can be Culled will be highlighted.

Core Mods

  • Culling StrikeCulling

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
    Culling StrikeCulling

    Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
  • Can't be EvadedCan't be Evaded
  • Normal and Magic monsters grant 1 Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Rare monsters grant 2 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Unique monsters grant 3 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Normal and Magic monsters grant 1 Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Rare monsters grant 2 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Unique monsters grant 3 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

q20: (0 - 20)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(0 - 20)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
20% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
20% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

GGPK Mechanics

Disengage

Attack · Melee · Area · Movement · Travel · MeleeSingleTarget · Jumping

Skill

Lv. 1+
Disengage

AttackMeleeAreaMovementTravelMeleeSingleTargetJumping

Disengage skill icon

Req: Level 1+Level 1+

Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
the Parried DebuffParried Debuff

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
on HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies to release a shockwave and grant you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This skill can be used while using other skills, and causes StrikesStrikes

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to miss you while jumping. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
the Parried DebuffParried Debuff

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
on HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies to release a shockwave and grant you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This skill can be used while using other skills, and causes StrikesStrikes

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to miss you while jumping. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.

Core Mods

  • Grants (1 - 3) Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Parried Consumption
    Grants (1 - 3) Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Parried Consumption
    Grants 3 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Parried Consumption
    Grants 3 Frenzy ChargesFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on Parried Consumption
  • +2.5 metres to Melee StrikeStrikes

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
    +2.5 metres to Melee StrikeStrikes

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
  • +0.2 seconds to Total Attack Time+0.2 seconds to Total Attack Time
  • Shockwave radius is 2 metresShockwave radius is 2 metres

q20: (0 - 20)% chance for an additional Shockwave(0 - 20)% chance for an additional Shockwave20% chance for an additional Shockwave20% chance for an additional Shockwave

GGPK Mechanics

Explosive Spear

Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable

Skill

Lv. 1+
Explosive Spear

ProjectileProjectilesFromUserAttackAreaUsableWhileMovingSpearBarrageable

Explosive Spear skill icon

Req: Level 1+Level 1+

Hurl a single payload SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that pierces through enemies and lodges in terrain where it lands. The SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
will explode at the end of its Detonation TimeDetonation Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Hurl a single payload SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that pierces through enemies and lodges in terrain where it lands. The SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
will explode at the end of its Detonation TimeDetonation Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Limit (1 - 3) lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit (1 - 3) lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit 3 lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit 3 lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
  • Pierces all TargetsPierces all Targets
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Number of Projectiles cannot be modifiedNumber of Projectiles cannot be modified
  • Detonation TimeDetonation Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
    Detonation TimeDetonation Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • Explosion radius is 2.8 metresExplosion radius is 2.8 metres
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Explosion length is (4 - 5.9) metresExplosion length is (4 - 5.9) metresExplosion length is 5.9 metresExplosion length is 5.9 metres
  • Explosion width is 1.5 metresExplosion width is 1.5 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    Ignites enemies as though dealing the explosion's damage
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    Ignites enemies as though dealing the explosion's damage
  • 100% increased Ignite Magnitude100% increased Ignite Magnitude

q20: +(0 - 0.4) metres to Explosion radius+(0 - 0.4) metres to Explosion radius+0.4 metres to Explosion radius+0.4 metres to Explosion radius

Quality Effect

  • +(0 - 0.4) metres to Explosion length+(0 - 0.4) metres to Explosion length+0.4 metres to Explosion length+0.4 metres to Explosion length

GGPK Mechanics

Glacial Lance

Attack · RangedAttack · Area · Cold · Projectile · Spear · ProjectileSpeed

Skill

Lv. 23+
Glacial Lance

AttackRangedAttackAreaColdProjectileSpearProjectileSpeed

Glacial Lance skill icon

Req: Level 23+Level 23+

Throw a single PiercingPiercing

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
lance that leaves icy fragments in its wake. The fragments ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
nearby enemies. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to cause the glacial fragments created by the first ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to explode outwards after a short duration, peppering enemies with shrapnel.
Throw a single PiercingPiercing

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
lance that leaves icy fragments in its wake. The fragments ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
nearby enemies. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to cause the glacial fragments created by the first ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to explode outwards after a short duration, peppering enemies with shrapnel.

Core Mods

  • Chilling radius is 1.2 metresChilling radius is 1.2 metres
  • Frenzy-Charged fragment duration is 1 secondFrenzy-Charged fragment duration is 1 second
  • Fragment duration is 6 secondsFragment duration is 6 seconds
  • (100 - 157)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    (100 - 157)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    157% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    157% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • PiercesPiercing

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPiercing

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Split
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Split
  • Converts 80% of Physical damage to Cold damageConverts 80% of Physical damage to Cold damage
  • Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • Explosion length is 2.6 metresExplosion length is 2.6 metres
  • (150 - 207)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    (150 - 207)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    207% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    207% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
  • (150 - 207)% more Freeze Buildup(150 - 207)% more Freeze Buildup207% more Freeze Buildup207% more Freeze Buildup
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage

q20: Chilling radius is (0 - 0.4) metresChilling radius is (0 - 0.4) metresChilling radius is 0.4 metresChilling radius is 0.4 metres

GGPK Mechanics

Ice-Tipped Arrows

Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff

Skill

Lv. 15+
Ice-Tipped Arrows

SpellDurationModifiesNextSkillCooldownConsumesChargesUsableWhileMovingBuff

Ice-Tipped Arrows skill icon

Req: Level 15+Level 15+

Ready your active BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your next RepeatableRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skillsTrigger, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
Attacks to ConvertConvert

Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
PhysicalPhysical

10% increased Physical Damage
Damage to ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Damage and TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Ice FragmentsIce Fragments

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal ColdCold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. This Skill's cooldown can be bypassed by expending a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Cannot Empower Sustained SkillsSustained

Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
.
Ready your active BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your next RepeatableRepeatable

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skillsTrigger, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
or ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
Attacks to ConvertConvert

Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
PhysicalPhysical

10% increased Physical Damage
Damage to ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Damage and TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Ice FragmentsIce Fragments

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal ColdCold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. This Skill's cooldown can be bypassed by expending a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. Cannot Empower Sustained SkillsSustained

Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
.

Core Mods

  • Maximum Buff duration is 20 secondsMaximum Buff duration is 20 seconds
  • EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks ConvertConvert

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    #% of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks ConvertConvert

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    #% of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
  • Explosion radius is 1.8 metresExplosion radius is 1.8 metres
  • Fires 5 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 5 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • ConvertsConvert

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    100% of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
    ConvertsConvert

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
    For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite .
    Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    100% of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
  • 50% more ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    50% more ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
  • Detonation Time is 2.5 secondsDetonation Time is 2.5 seconds

q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate

GGPK Mechanics

Lightning Spear

Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Lightning · Area

Skill

Lv. 7+
Lightning Spear

AttackRangedAttackProjectileProjectileSpeedProjectilesFromUserLightningArea

Lightning Spear skill icon

Req: Level 7+Level 7+

Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
at multiple other enemies within a large area around it. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
at multiple other enemies within a large area around it. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.

Core Mods

  • Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired only affect the maximum number of lightning bolt ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Spear cannot Pierce, Fork, Chain or Return Modifiers to the number of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired only affect the maximum number of lightning bolt ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Splits towards 3 targets when Consuming a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Splits towards 3 targets when Consuming a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • 100% more chance to Shock100% more chance to Shock
  • ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    can Split from hitting terrain
    ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    can Split from hitting terrain
  • ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
    ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Converts 80% of Physical damage to Lightning damageConverts 80% of Physical damage to Lightning damage
  • Fires lightning bolts at targets within 5 metre radiusFires lightning bolts at targets within 5 metre radius
  • Fires 5 boltsFires 5 bolts
  • 200% more chance to Shock200% more chance to Shock
  • Converts 100% of Physical damage to Lightning damageConverts 100% of Physical damage to Lightning damage

q20: Fires (0 - 2) boltsFires (0 - 2) boltsFires 2 boltsFires 2 bolts

Charge

Endurance Charges

Effect

You have Endurance Charges. These can interact with or augment certain skills and effects.

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.

There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

No inherent effect is stored on the charge itself. It is a POE2 resource that skills and mechanics generate, consume, or check.

GGPK Mechanics

Ancestral Cry

Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova

Skill

Lv. 53+
Ancestral Cry

BuffAreaDurationWarcryConsumesChargesHasUsageConditionNova

Ancestral Cry skill icon

Req: Level 53+Level 53+

Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
using GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
gained by IgnitingIgniting

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies to turn you into an embodiment of Kaom. While embodying Kaom, you TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Steps while travelling, MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and Slams are Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered SkillsTrigger cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
, and your MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Eruption.
Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
using GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
gained by IgnitingIgniting

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies to turn you into an embodiment of Kaom. While embodying Kaom, you TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Steps while travelling, MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and Slams are Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered SkillsTrigger cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
, and your MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Eruption.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • Knocks back and interrupts enemies in a smaller areaKnocks back and interrupts enemies in a smaller area
  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration is 8 seconds
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration is 8 seconds
  • Consumes all Endurance Charges to increase WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration by 50% per charge
    Consumes all Endurance Charges to increase WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration by 50% per charge
  • Converts 100% of Physical Damage to Fire damage with Boosted AttacksConverts 100% of Physical Damage to Fire damage with Boosted Attacks
  • TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Volcanic Steps every 1.2 metres travelled
    TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Volcanic Steps every 1.2 metres travelled
  • Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on IgnitingIgniting

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an enemy
    Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on IgnitingIgniting

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an enemy
  • Slam radius is 1.2 metresSlam radius is 1.2 metres
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact Radius is 0.8 metresImpact Radius is 0.8 metres
  • Fires 3 Molten ProjectilesFires 3 Molten Projectiles

q20: +(0 - 20)% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+(0 - 20)% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+20% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+20% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed

GGPK Mechanics

Arctic Howl

Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill

Skill

Lv. 15+
Arctic Howl

WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill

Arctic Howl skill icon

Req: Level 15+Level 15+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Warcry radius is 5.5 metresWarcry radius is 5.5 metres
  • Buff duration is 8 secondsBuff duration is 8 seconds
  • Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
  • Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
    Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
  • EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
    EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
  • Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage

q20: Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup

GGPK Mechanics

Charge Regulation

OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace

Skill

Lv. 59+
Charge Regulation

OngoingSkillHasReservationBuffPersistentAttackInPlace

Charge Regulation skill icon

Req: Level 59+Level 59+

While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.
While active, you gain powerful Buffs based on your active ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. However, maintaining the Buff Consumes ChargesCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every few seconds.

Core Mods

  • (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 26)% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    26% more Critical Hit Chance while you have a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (15 - 20)% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    20% more Armour, Evasion and Energy Shield while you have an Endurance ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    (20 - 25)% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    25% increased Skill Speed while you have a Frenzy ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
  • Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds
    Consumes one of each ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds

q20: Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every (0 - 2.4) seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds
Consumes one of each ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
every 2.4 seconds

GGPK Mechanics

Ferocious Roar

Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown

Skill

Lv. 23+
Ferocious Roar

WarcryAreaMetaShapeshiftBearNovaCooldown

Ferocious Roar skill icon

Req: Level 23+Level 23+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a BearBear

ShapeshiftingShapeshift into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance ChargeEndurance Charge for every 15 RageRage you spend
and roar in defiance, immediately gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
if there are enemies nearby and EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Attacks to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Alternatively, socketing a human-form WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
into this Skill triggers that WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a BearBear

ShapeshiftingShapeshift into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance ChargeEndurance Charge for every 15 RageRage you spend
and roar in defiance, immediately gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
if there are enemies nearby and EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Attacks to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Alternatively, socketing a human-form WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
into this Skill triggers that WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 7 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 7 metres
  • Gain 2 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per enemy Power in range
    Gain 2 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per enemy Power in range
  • EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break (5 - 6147) Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break (5 - 6147) Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break 6147 Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break 6147 Armour on Hit
  • Empowers one Attack per 8 enemy Power in range, counting up to 64 PowerEmpowers one Attack per 8 enemy Power in range, counting up to 64 Power
  • Socketed Skills have 50% increased Area of EffectSocketed Skills have 50% increased Area of Effect
  • Socketed Skills deal (30 - 87)% increased DamageSocketed Skills deal (30 - 87)% increased DamageSocketed Skills deal 87% increased DamageSocketed Skills deal 87% increased Damage

q20: Gain (0 - 1) RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain (0 - 1) RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain 1 RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain 1 RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range

GGPK Mechanics

Fortifying Cry

Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical

Skill

Lv. 32+
Fortifying Cry

WarcryAreaDurationDamageConsumesChargesCooldownPhysical

Fortifying Cry skill icon

Req: Level 32+Level 32+

Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
that grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
and TriggersTriggers

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
that grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
and TriggersTriggers

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
  • Can TriggerTriggers

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Shield Wave once per 5 enemy Power in range, counting up to 50 Power
    Can TriggerTriggers

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Shield Wave once per 5 enemy Power in range, counting up to 50 Power
  • Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants 92 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants 92 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
  • This Attack is Triggered by Fortifying Cry and counts as Empowered by itThis Attack is Triggered by Fortifying Cry and counts as Empowered by it
  • Shockwave radius is 2 metresShockwave radius is 2 metres
  • Modifiers to Damage with WarcriesWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    affect this Skill
    Modifiers to Damage with WarcriesWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    affect this Skill
  • (3 - 85) to (5 - 128) Base Off Hand Physical Damage(3 - 85) to (5 - 128) Base Off Hand Physical Damage85 to 128 Base Off Hand Physical Damage85 to 128 Base Off Hand Physical Damage
  • 5 to 7 Added Physical Damage per 15 Armour on Shield5 to 7 Added Physical Damage per 15 Armour on Shield

q20: Shockwave radius is (0 - 0.4) metresShockwave radius is (0 - 0.4) metresShockwave radius is 0.4 metresShockwave radius is 0.4 metres

GGPK Mechanics

Infernal Cry

Warcry · Area · Duration · Fire · Cooldown · ConsumesCharges · EmpowersOtherSkill

Skill

Lv. 7+
Infernal Cry

WarcryAreaDurationFireCooldownConsumesChargesEmpowersOtherSkill

Infernal Cry skill icon

Req: Level 7+Level 7+

Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
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 ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
, EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
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 ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Gain (30 - 49)% of damage as extra Fire damage
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Gain (30 - 49)% of damage as extra Fire damage
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Gain 49% of damage as extra Fire damage
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Gain 49% of damage as extra Fire damage
  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • Destabilises Enemies for 8 secondsDestabilises Enemies for 8 seconds
  • Empowers one Attack per 10 enemy Power in range, counting up to 50 PowerEmpowers one Attack per 10 enemy Power in range, counting up to 50 Power
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • Deals 10% more Fire Damage per 1 Power of exploding CorpseDeals 10% more Fire Damage per 1 Power of exploding Corpse
  • Deals (3 - 112) to (5 - 167) Fire DamageDeals (3 - 112) to (5 - 167) Fire DamageDeals 112 to 167 Fire DamageDeals 112 to 167 Fire Damage

q20: EmpoweredEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attacks Gain (0 - 10)% of damage as extra Fire damage
EmpoweredEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attacks Gain (0 - 10)% of damage as extra Fire damage
EmpoweredEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attacks Gain 10% of damage as extra Fire damage
EmpoweredEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attacks Gain 10% of damage as extra Fire damage

GGPK Mechanics

Magma Barrier

Buff · OngoingSkill · HasReservation · Fire · Persistent · GeneratesCharges

Skill

Lv. 11+
Magma Barrier

BuffOngoingSkillHasReservationFirePersistentGeneratesCharges

Magma Barrier skill icon

Req: Level 11+Level 11+

While active, increases your Block ChanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
passively and imbues your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
with lava over time. When fully imbued, your next BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
with your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
raised will expend the lava to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
the Magma Spray skill and grant you an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
While active, increases your Block ChanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
passively and imbues your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
with lava over time. When fully imbued, your next BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
with your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
raised will expend the lava to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
the Magma Spray skill and grant you an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Fully imbues ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
    in 8 seconds
    Fully imbues ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
    in 8 seconds
  • Grants 25% increased Block chanceBlock Chance

    Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
    Grants 25% increased Block chanceBlock Chance

    Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
  • Magma Spray radius is 2.8 metresMagma Spray radius is 2.8 metres
  • 5 to 7 Added Fire damage per 15 Armour on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
    5 to 7 Added Fire damage per 15 Armour on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
  • 5 to 7 Added Fire damage per 15 Evasion on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
    5 to 7 Added Fire damage per 15 Evasion on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to BlockBlock .
  • (4 - 103) to (6 - 155) Base Off Hand Fire Damage(4 - 103) to (6 - 155) Base Off Hand Fire Damage103 to 155 Base Off Hand Fire Damage103 to 155 Base Off Hand Fire Damage

q20: +(0 - 5)% increased Block chanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
+(0 - 5)% increased Block chanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
+5% increased Block chanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .
+5% increased Block chanceBlock Chance

Chance to BlockBlock only includes modifiers that are explicitly chance-based. Guaranteed BlockBlock (such as raising your ShieldShield ) does not affect your Chance to BlockBlock .

GGPK Mechanics

Seismic Cry

Warcry · Area · Damage · ConsumesCharges · SkillConsumesEnduranceChargesOnUse · Cooldown · Physical

Skill

Lv. 42+
Seismic Cry

WarcryAreaDamageConsumesChargesSkillConsumesEnduranceChargesOnUseCooldownPhysical

Seismic Cry skill icon

Req: Level 42+Level 42+

Perform a damaging WarcryWarcry

Warcries are skills which count enemy Power within their area and EmpowerEmpowers your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, Knocking BackKnocking Back

Knockback pushes Enemies away when HitHit .
nearby enemies and Heavy StunningHeavy Stunning

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
enemies that are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy StunHeavy Stunning buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Slams to perform an additional AftershockAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Perform a damaging WarcryWarcry

Warcries are skills which count enemy Power within their area and EmpowerEmpowers your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, Knocking BackKnocking Back

Knockback pushes Enemies away when HitHit .
nearby enemies and Heavy StunningHeavy Stunning

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
enemies that are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy StunHeavy Stunning buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Slams to perform an additional AftershockAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and EmpowerEmpowers your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and EmpowerEmpowers your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Slam per 10 enemy Power in range, counting up to 50 Power
    EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Slam per 10 enemy Power in range, counting up to 50 Power
  • Knocks Back EnemiesKnocks Back Enemies
  • Deals (7 - 223) to (10 - 335) Physical DamageDeals (7 - 223) to (10 - 335) Physical DamageDeals 223 to 335 Physical DamageDeals 223 to 335 Physical Damage

q20: EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attack AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
deal (0 - 10)% more damage
EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attack AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
deal (0 - 10)% more damage
EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attack AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
deal 10% more damage
EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Attack AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
deal 10% more damage

GGPK Mechanics

Spell Totem

SummonsTotem · Duration · Trappable · Mineable · Meta · Limit · HasUsageCondition

Skill

Lv. 23+
Spell Totem

SummonsTotemDurationTrappableMineableMetaLimitHasUsageCondition

Spell Totem skill icon

Req: Level 23+Level 23+

Consume any combination of 3 Power and/or Endurance ChargesPower and/or Endurance Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.
Consume any combination of 3 Power and/or Endurance ChargesPower and/or Endurance Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.

Core Mods

  • Socketed Skills deal 10% more damage per Power ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    Socketed Skills deal 10% more damage per Power ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • 20% more Totem life per Endurance ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    20% more Totem life per Endurance ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • 20% more Totem duration per Endurance ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    20% more Totem duration per Endurance ChargePower and/or Endurance Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • Totem gains +(0 - 75)% to all Elemental ResistancesTotem gains +(0 - 75)% to all Elemental ResistancesTotem gains +75% to all Elemental ResistancesTotem gains +75% to all Elemental Resistances
  • Totem gains +(0 - 35)% to Chaos ResistanceTotem gains +(0 - 35)% to Chaos ResistanceTotem gains +35% to Chaos ResistanceTotem gains +35% to Chaos Resistance
  • Limit (1 - 2) TotemsLimit (1 - 2) TotemsLimit 2 TotemsLimit 2 Totems
  • Totem duration is 8 secondsTotem duration is 8 seconds
  • Socketed Skills have 25% less Cast SpeedSocketed Skills have 25% less Cast Speed

q20: Totem duration is (0 - 4) secondsTotem duration is (0 - 4) secondsTotem duration is 4 secondsTotem duration is 4 seconds

GGPK Mechanics

Armour Break II

Support

Support

Lv. 1+
Armour Break II
Armour Break II skill icon

Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
  • 15% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    15% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Sources and reference

Overview

Game Mechanics: Charges

  • The three core POE2 charge counters and the skills that explicitly generate, consume, or reference them.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Charges: GGPK-owned review

3 exact definitions · 3 presentations

Current client 4.5.5.1: 30 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Charges

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Charges

MechanicGGPK definitionExact sources
Power ChargesYou have Power Charges. These can interact with or augment certain skills and effects.BuffDefinitions row 32 power_charge
Frenzy ChargesYou have Frenzy Charges. These can interact with or augment certain skills and effects.BuffDefinitions row 30 frenzy_charge
Endurance ChargesYou have Endurance Charges. These can interact with or augment certain skills and effects.BuffDefinitions row 31 endurance_charge

Charges

#

GGPK Mechanics

Alchemist's Boon

OngoingSkill · HasReservation · Buff · Persistent · Aura · AttackInPlace

Skill

Lv. 59+
Alchemist's Boon

OngoingSkillHasReservationBuffPersistentAuraAttackInPlace

Alchemist's Boon skill icon

Req: Level 59+Level 59+

While active, grants you FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges passively and causes Life and Mana recovery from your FlasksFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to also apply to AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, grants you FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges passively and causes Life and Mana recovery from your FlasksFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to also apply to AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • (15 - 34)% of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    (15 - 34)% of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    34% of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    34% of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • Grants you (0.17 - 0.23) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Grants you (0.17 - 0.23) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Grants you 0.23 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Grants you 0.23 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second

q20: Grants you (0 - 0.03) FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Grants you (0 - 0.03) FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Grants you 0.03 FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Grants you 0.03 FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second

GGPK Mechanics

Blasphemy

Area · Buff · HasReservation · Aura · AreaSpell · OngoingSkill · Persistent

Skill

Lv. 27+
Blasphemy

AreaBuffHasReservationAuraAreaSpellOngoingSkillPersistent

Blasphemy skill icon

Req: Level 27+Level 27+

Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.

Core Mods

  • Reserves 60 Spirit per socketed CurseReserves 60 Spirit per socketed Curse
  • Socketed Curse Skills apply in an Aura around youSocketed Curse Skills apply in an Aura around you
  • Supported Curses have (41 - 50)% less MagnitudesSupported Curses have (41 - 50)% less MagnitudesSupported Curses have 50% less MagnitudesSupported Curses have 50% less Magnitudes

q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency

GGPK Mechanics

Discipline

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace

Skill

Lv. 1+
Discipline

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceAttackInPlace

Discipline skill icon

Req: Level 1+Level 1+

Emit an Aura that grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
.
Emit an Aura that grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
.

Core Mods

  • Aura grants +(18 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Aura grants +(18 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Aura grants +328 to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Aura grants +328 to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
    Chaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

q20: Aura grants (0 - 20)% increased Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Recharge Rate
Aura grants (0 - 20)% increased Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Recharge Rate
Aura grants 20% increased Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Recharge Rate
Aura grants 20% increased Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Recharge Rate

GGPK Mechanics

Fulmination

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Damage

Skill

Lv. 1+
Fulmination

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceDamage

Fulmination skill icon

Req: Level 1+Level 1+

While active, the first time any Skill HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, that Skill also HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
other ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, up to a maximum.
While active, the first time any Skill HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, that Skill also HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
other ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, up to a maximum.

Core Mods

  • Cannot inflict ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Cannot inflict ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from HitsHits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    up to 8 enemies
    HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    up to 8 enemies
  • Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    deal (71 - 90)% less damage Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    convert 100% of Physical and Elemental damage to Lightning
    Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    deal (71 - 90)% less damage Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    convert 100% of Physical and Elemental damage to Lightning
    Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    deal 90% less damage Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    convert 100% of Physical and Elemental damage to Lightning
    Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    deal 90% less damage Additional HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    convert 100% of Physical and Elemental damage to Lightning

q20: Additional HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
deal (0 - 5)% more damage
Additional HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
deal (0 - 5)% more damage
Additional HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
deal 5% more damage
Additional HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
deal 5% more damage

GGPK Mechanics

Heart of Ice

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Cold

Skill

Lv. 1+
Heart of Ice

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceCold

Heart of Ice skill icon

Req: Level 1+Level 1+

ChillsChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
ChillsChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Deals (26 - 888) to (39 - 1332) Cold DamageDeals (26 - 888) to (39 - 1332) Cold DamageDeals 888 to 1332 Cold DamageDeals 888 to 1332 Cold Damage

q20: (0 - 20)% more Magnitude of ChillChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
inflicted
(0 - 20)% more Magnitude of ChillChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
inflicted
20% more Magnitude of ChillChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
inflicted
20% more Magnitude of ChillChills

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
inflicted

GGPK Mechanics

Impurity

Buff · HasReservation · Aura · OngoingSkill · Persistent · Chaos · AffectsPresence

Skill

Lv. 1+
Impurity

BuffHasReservationAuraOngoingSkillPersistentChaosAffectsPresence

Impurity skill icon

Req: Level 1+Level 1+

Emit an Aura that boosts the Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Aura grants +(10 - 29)% to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(10 - 29)% to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +29% to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +29% to Chaos ResistanceChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

q20: Aura grants +(0 - 6)% to Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +(0 - 6)% to Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +6% to Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +6% to Chaos ResistanceChaos Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

GGPK Mechanics

Malice

Buff · HasReservation · Aura · OngoingSkill · Persistent · Duration · AffectsPresence

Skill

Lv. 1+
Malice

BuffHasReservationAuraOngoingSkillPersistentDurationAffectsPresence

Malice skill icon

Req: Level 1+Level 1+

While active, emits an Aura that continuously inflicts Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that continuously inflicts Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
    Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
  • Applies Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
    Applies Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
    Applies Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every 0.7 seconds
    Applies Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every 0.7 seconds

q20: Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
duration is (0 - 1) second
Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
duration is (0 - 1) second
Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
duration is 1 second
Critical WeaknessCritical Weakness

Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
duration is 1 second

GGPK Mechanics

Overwhelming Presence

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace

Skill

Lv. 27+
Overwhelming Presence

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceAttackInPlace

Overwhelming Presence skill icon

Req: Level 27+Level 27+

While active, emits an Aura that makes enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
easier to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
and inflict Elemental AilmentsElemental Ailments

Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
upon.
While active, emits an Aura that makes enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
easier to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
and inflict Elemental AilmentsElemental Ailments

Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
upon.

Core Mods

  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 24)% reduced Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 24)% reduced Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have 24% reduced Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have 24% reduced Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Threshold
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 25)% reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 25)% reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have 25% reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have 25% reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold

q20: (0 - 15)% increased Aura Magnitudes(0 - 15)% increased Aura Magnitudes15% increased Aura Magnitudes15% increased Aura Magnitudes

GGPK Mechanics

Purity of Fire

Buff · HasReservation · Aura · OngoingSkill · Persistent · Fire · AffectsPresence

Skill

Lv. 1+
Purity of Fire

BuffHasReservationAuraOngoingSkillPersistentFireAffectsPresence

Purity of Fire skill icon

Req: Level 1+Level 1+

Emit an Aura that boosts the Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Aura grants +(22 - 41)% to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(22 - 41)% to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

q20: Aura grants +(0 - 8)% to Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +(0 - 8)% to Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Fire ResistanceFire Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

GGPK Mechanics

Purity of Ice

Buff · HasReservation · Aura · OngoingSkill · Persistent · Cold · AffectsPresence

Skill

Lv. 1+
Purity of Ice

BuffHasReservationAuraOngoingSkillPersistentColdAffectsPresence

Purity of Ice skill icon

Req: Level 1+Level 1+

Emit an Aura that boosts the Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Aura grants +(22 - 41)% to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(22 - 41)% to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Cold ResistanceCold Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

q20: Aura grants +(0 - 8)% to Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +(0 - 8)% to Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Cold ResistanceCold Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

GGPK Mechanics

Purity of Lightning

Buff · HasReservation · Aura · OngoingSkill · Persistent · Lightning · AffectsPresence

Skill

Lv. 1+
Purity of Lightning

BuffHasReservationAuraOngoingSkillPersistentLightningAffectsPresence

Purity of Lightning skill icon

Req: Level 1+Level 1+

Emit an Aura that boosts the Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • Aura grants +(22 - 41)% to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(22 - 41)% to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +41% to Lightning ResistanceLightning Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

q20: Aura grants +(0 - 8)% to Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +(0 - 8)% to Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Aura grants +8% to Lightning ResistanceLightning Resistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

GGPK Mechanics

Withering Presence

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos

Skill

Lv. 10+
Withering Presence

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceChaos

Withering Presence skill icon

Req: Level 10+Level 10+

While active, emits an Aura that periodically WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that periodically WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
    WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
  • WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 1.8 seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 1.8 seconds

q20: WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is (0 - 1) second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is (0 - 1) second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is 1 second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is 1 second

Sources and reference

Overview

Game Mechanics: Auras

  • Player-facing Aura skills selected by exact ActiveSkills identity, with their GGPK descriptions, CSD effect lines, and locally published client art.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.

Overview

Auras: GGPK-owned review

12 exact definitions · 12 presentations

Current client 4.5.5.1: 12 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Auras

MechanicGGPK definitionExact sources
Alchemist's BoonWhile active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.ActiveSkills row 887 alchemists_boon
BlasphemyTurn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.ActiveSkills row 808 blasphemy
DisciplineEmit an Aura that grants you and Allies in your Presence additional Total Energy Shield.ActiveSkills row 96 discipline
FulminationWhile active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.ActiveSkills row 1026 fulmination
Heart of IceChills all enemies in your Presence.ActiveSkills row 1006 heart_of_ice
ImpurityEmit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.ActiveSkills row 141 impurity
MaliceWhile active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.ActiveSkills row 821 malice
Overwhelming PresenceWhile active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.ActiveSkills row 886 overwhelming_presence
Purity of FireEmit an Aura that boosts the Fire Resistance of you and Allies in your Presence.ActiveSkills row 138 purity_of_fire
Purity of IceEmit an Aura that boosts the Cold Resistance of you and Allies in your Presence.ActiveSkills row 139 purity_of_ice
Purity of LightningEmit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.ActiveSkills row 140 purity_of_lightning
Withering PresenceWhile active, emits an Aura that periodically Withers enemies in your Presence.ActiveSkills row 899 withering_presence

Auras

#

Ailment

Bleeding

Effect

Debuff inflicts Physical damage over time. This Damage bypasses Energy Shield.

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

GGPK Mechanics

Azmerian Wolf

Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion

Skill

Lv. 1+
Azmerian Wolf

MinionCreatesMinionHasReservationPersistentPhysicalCompanionCreatesCompanion

Azmerian Wolf skill icon

Req: Level 1+Level 1+

Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
. It MaimsMaims

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
, or howl to inspire nearby allies.
Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
. It MaimsMaims

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
, or howl to inspire nearby allies.

Core Mods

  • Summons 7 Spirit Wolves Wolves dash at enemies over 8 secondsSummons 7 Spirit Wolves Wolves dash at enemies over 8 seconds

q20: Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum LifeMinions have 20% more Maximum LifeMinions have 20% more Maximum Life

GGPK Mechanics

Bleeding Concoction

Attack · ProjectilesFromUser · Triggerable · Area · Projectile · Physical · UsableWhileMoving

Skill

Lv. 1+
Bleeding Concoction

AttackProjectilesFromUserTriggerableAreaProjectilePhysicalUsableWhileMoving

Bleeding Concoction skill icon

Req: Level 1+Level 1+

Consume charges from your Mana FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to throw a flask that explodes, dealing PhysicalPhysical

10% increased Physical Damage
Attack damage in an area and Aggravating BleedingAggravating Bleeding

Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed AttackUnarmed Attack

Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .
Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
.
Consume charges from your Mana FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to throw a flask that explodes, dealing PhysicalPhysical

10% increased Physical Damage
Attack damage in an area and Aggravating BleedingAggravating Bleeding

Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed AttackUnarmed Attack

Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .
Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
.

Core Mods

  • Explosion radius is 1.8 metresExplosion radius is 1.8 metres
  • AggravateAggravating Bleeding

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    Bleeding on Hit
    AggravateAggravating Bleeding

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    Bleeding on Hit
  • Inflicts Bleeding on HitInflicts Bleeding on Hit
  • Consumes 5 Charges from your Mana FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Consumes 5 Charges from your Mana FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • (11 - 314) to (21 - 582) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    (11 - 314) to (21 - 582) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    314 to 582 base PhysicalPhysical

    10% increased Physical Damage
    Damage
    314 to 582 base PhysicalPhysical

    10% increased Physical Damage
    Damage

q20: Explosion radius is (0 - 0.4) metresExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 metresExplosion radius is 0.4 metres

GGPK Mechanics

Blood Hunt

Attack · Melee · MeleeSingleTarget · Movement · Physical · Area · Spear

Skill

Lv. 23+
Blood Hunt

AttackMeleeMeleeSingleTargetMovementPhysicalAreaSpear

Blood Hunt skill icon

Req: Level 23+Level 23+

Lunge at a target and skewers them. Hitting an enemy that has suffered Blood LossBlood Loss

All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a blood explosion and also ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood LossBlood Loss

All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a blood explosion and also ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.

Core Mods

  • +0.15 seconds to Total Attack Time+0.15 seconds to Total Attack Time
  • Explosion radius is 1.3 metresExplosion radius is 1.3 metres
  • Enemies lose Life equal to 25% of Consumed Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Enemies lose Life equal to 25% of Consumed Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
  • 10% more area of effect per (1 - 381) Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed, up to 500%
    10% more area of effect per (1 - 381) Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed, up to 500%
    10% more area of effect per 381 Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed, up to 500%
    10% more area of effect per 381 Blood LossBlood Loss

    All Physical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed, up to 500%

q20: Explosion radius is (0 - 0.4) metresExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 metresExplosion radius is 0.4 metres

GGPK Mechanics

Bloodhound's Mark

Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving

Skill

Lv. 32+
Bloodhound's Mark

TrappableTotemableMineableMulticastableTriggerableDurationUsableWhileMoving

Bloodhound's Mark skill icon

Req: Level 32+Level 32+

MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
a target, making them suffer Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
build up from Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
. The MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
will ActivateActivate

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
itself to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
. The MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
's duration does not expire while the Marked target is suffering Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
.
MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
a target, making them suffer Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
build up from Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
. The MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
will ActivateActivate

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
itself to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
. The MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
's duration does not expire while the Marked target is suffering Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
.

Core Mods

  • MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
    duration is 8 seconds
    MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.
    duration is 8 seconds
  • Marked target receives Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup equal to 300% of Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    Marked target receives Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup equal to 300% of Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • ActivatesActivate

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
    when Marked enemy is Heavy Stunned ActivatesActivate

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
    when Marked enemy dies if they had at least 5% Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup from Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    blood explosion when Activated
    ActivatesActivate

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
    when Marked enemy is Heavy Stunned ActivatesActivate

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
    when Marked enemy dies if they had at least 5% Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup from Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    blood explosion when Activated
  • Limit 1 Marked targetLimit 1 Marked target
  • Explosion radius is 2.6 metresExplosion radius is 2.6 metres
  • Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup caused by Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    Gains up to 100% more damage and 100% more area of effect based on the percentage of target's Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    buildup caused by Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Cannot cause BleedingCannot cause Bleeding
  • (7 - 196) to (11 - 294) base Physical Damage(7 - 196) to (11 - 294) base Physical Damage196 to 294 base Physical Damage196 to 294 base Physical Damage

q20: Marked target receives Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup equal to (0 - 50)% of Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
Marked target receives Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup equal to (0 - 50)% of Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
Marked target receives Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup equal to 50% of Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
Marked target receives Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
buildup equal to 50% of Blood LossBlood Loss

All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.

GGPK Mechanics

Bone Blast

Spell · Duration · Area · Physical · Unleashable · UsableWhileMoving · Damage

Skill

Lv. 1+
Bone Blast

SpellDurationAreaPhysicalUnleashableUsableWhileMovingDamage

Bone Blast skill icon

Req: Level 1+Level 1+

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 BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
.
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 BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
.

Core Mods

  • Deals (5 - 226) to (8 - 339) Physical DamageDeals (5 - 226) to (8 - 339) Physical DamageDeals 226 to 339 Physical DamageDeals 226 to 339 Physical Damage
  • Ritual radius is 1 metreRitual radius is 1 metre
  • Ritual duration is 1 secondRitual duration is 1 second
  • 40% chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    40% chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit

q20: Ritual radius is (0 - 0.4) metresRitual radius is (0 - 0.4) metresRitual radius is 0.4 metresRitual radius is 0.4 metres

GGPK Mechanics

Exsanguinate

Spell · Damage · Trappable · Totemable · Mineable · Chains · Multicastable

Skill

Lv. 1+
Exsanguinate

SpellDamageTrappableTotemableMineableChainsMulticastable

Exsanguinate skill icon

Req: Level 1+Level 1+

Expel your own blood as ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
blood tendrils in a cone in front of you. Enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
by the tendrils take PhysicalPhysical

10% increased Physical Damage
damage and are inflicted with BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour Break ) do not affect Bleeding damage.
.
Expel your own blood as ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
blood tendrils in a cone in front of you. Enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
by the tendrils take PhysicalPhysical

10% increased Physical Damage
damage and are inflicted with BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour Break ) do not affect Bleeding damage.
.

Core Mods

  • Deals (2 - 84) to (3 - 125) PhysicalPhysical

    10% increased Physical Damage
    Damage
    Deals (2 - 84) to (3 - 125) PhysicalPhysical

    10% increased Physical Damage
    Damage
    Deals 84 to 125 PhysicalPhysical

    10% increased Physical Damage
    Damage
    Deals 84 to 125 PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Fires tendrils at up to 3 TargetsFires tendrils at up to 3 Targets
  • Inflicts BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Inflicts BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times

q20: Fires tendrils at up to (0 - 1) TargetFires tendrils at up to (0 - 1) TargetFires tendrils at up to 1 TargetFires tendrils at up to 1 Target

GGPK Mechanics

Herald of Blood

OngoingSkill · HasReservation · Buff · Persistent · Herald · UseGlobalStats · Area

Skill

Lv. 11+
Herald of Blood

OngoingSkillHasReservationBuffPersistentHeraldUseGlobalStatsArea

Herald of Blood skill icon

Req: Level 11+Level 11+

While active, killing an enemy with Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
, but is partially based on their accumulated Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
if the enemy was Normal or MagicNormal or Magic

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
, and has a chance to AggravateAggravate

BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
.
While active, killing an enemy with Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
, but is partially based on their accumulated Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
if the enemy was Normal or MagicNormal or Magic

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
, and has a chance to AggravateAggravate

BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
.

Core Mods

  • Enemies with Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
  • Explosion radius is 1.5 metresExplosion radius is 1.5 metres
  • Deals 15% of exploded enemy's Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage
    Deals 15% of exploded enemy's Blood LossBlood Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage
  • (40 - 59)% chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    (40 - 59)% chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    59% chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    59% chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
  • Can't be EvadedCan't be Evaded
  • (4 - 107) to (6 - 160) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    (4 - 107) to (6 - 160) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    107 to 160 base PhysicalPhysical

    10% increased Physical Damage
    Damage
    107 to 160 base PhysicalPhysical

    10% increased Physical Damage
    Damage

q20: Deals (0 - 4)% of exploded enemy's Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
as unscalable PhysicalPhysical

10% increased Physical Damage
Attack Damage
Deals (0 - 4)% of exploded enemy's Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
as unscalable PhysicalPhysical

10% increased Physical Damage
Attack Damage
Deals 4% of exploded enemy's Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
as unscalable PhysicalPhysical

10% increased Physical Damage
Attack Damage
Deals 4% of exploded enemy's Blood LossBlood Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
as unscalable PhysicalPhysical

10% increased Physical Damage
Attack Damage

GGPK Mechanics

Rake

Attack · Melee · Area · MeleeSingleTarget · Spear · Physical · Movement

Skill

Lv. 7+
Rake

AttackMeleeAreaMeleeSingleTargetSpearPhysicalMovement

Rake skill icon

Req: Level 7+Level 7+

Dash towards an enemy and perform a lacerating slash, inflicting BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
on all enemies struck.
Dash towards an enemy and perform a lacerating slash, inflicting BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
on all enemies struck.

Core Mods

  • +0.2 metres to Melee Strike Range+0.2 metres to Melee Strike Range
  • 100% more Magnitude of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    inflicted
    100% more Magnitude of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    inflicted
  • Deals up to 100% more Damage, based on the distance travelledDeals up to 100% more Damage, based on the distance travelled
  • Inflicts BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    Inflicts BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
  • +0.4 seconds to Total Attack Time+0.4 seconds to Total Attack Time

q20: Deals up to (0 - 30)% more Damage, based on the distance travelledDeals up to (0 - 30)% more Damage, based on the distance travelledDeals up to 30% more Damage, based on the distance travelledDeals up to 30% more Damage, based on the distance travelled

Ailment

Ignited

Effect

Debuff inflicts Fire damage over time

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.

GGPK Mechanics

Ancestral Cry

Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova

Skill

Lv. 53+
Ancestral Cry

BuffAreaDurationWarcryConsumesChargesHasUsageConditionNova

Ancestral Cry skill icon

Req: Level 53+Level 53+

Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
using GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
gained by IgnitingIgniting

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies to turn you into an embodiment of Kaom. While embodying Kaom, you TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Steps while travelling, MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and Slams are Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered SkillsTrigger cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
, and your MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Eruption.
Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
using GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
gained by IgnitingIgniting

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies to turn you into an embodiment of Kaom. While embodying Kaom, you TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Steps while travelling, MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and Slams are Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrikes will target 2 additional Enemies. Triggered SkillsTrigger cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
, and your MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrikes or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
StrikesStrikes

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Volcanic Eruption.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • Knocks back and interrupts enemies in a smaller areaKnocks back and interrupts enemies in a smaller area
  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration is 8 seconds
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration is 8 seconds
  • Consumes all Endurance Charges to increase WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration by 50% per charge
    Consumes all Endurance Charges to increase WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
    duration by 50% per charge
  • Converts 100% of Physical Damage to Fire damage with Boosted AttacksConverts 100% of Physical Damage to Fire damage with Boosted Attacks
  • TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Volcanic Steps every 1.2 metres travelled
    TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Volcanic Steps every 1.2 metres travelled
  • Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on IgnitingIgniting

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an enemy
    Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on IgnitingIgniting

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an enemy
  • Slam radius is 1.2 metresSlam radius is 1.2 metres
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact Radius is 0.8 metresImpact Radius is 0.8 metres
  • Fires 3 Molten ProjectilesFires 3 Molten Projectiles

q20: +(0 - 20)% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+(0 - 20)% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+20% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed
+20% increased WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted.
duration per Endurance Charge consumed

GGPK Mechanics

Ball Lightning

Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable

Skill

Lv. 42+
Ball Lightning

SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable

Ball Lightning skill icon

Req: Level 42+Level 42+

FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.
FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.

Core Mods

  • Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Bolts target enemies within 1.8 metresBolts target enemies within 1.8 metres
  • 375% more chance to Shock375% more chance to Shock
  • Hits enemies in range every 0.2 secondsHits enemies in range every 0.2 seconds
  • Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
    Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
  • Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds

q20: Bolts target enemies within (0 - 0.4) metresBolts target enemies within (0 - 0.4) metresBolts target enemies within 0.4 metresBolts target enemies within 0.4 metres

GGPK Mechanics

Black Powder Blitz

OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace

Skill

Lv. 1+
Black Powder Blitz

OngoingSkillHasReservationBuffPersistentDodgeReplacementDetonatorAttackInPlace

Black Powder Blitz skill icon

Req: Level 1+Level 1+

Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlinds

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnites

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlinds

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnites

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.

Core Mods

  • BlindBlinds

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on Hit
    BlindBlinds

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on Hit
  • 100% increased Stun Threshold while using Skill100% increased Stun Threshold while using Skill
  • Always IgnitesIgnites

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Always IgnitesIgnites

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Deals (15 - 521) to (28 - 967) Physical DamageDeals (15 - 521) to (28 - 967) Physical DamageDeals 521 to 967 Physical DamageDeals 521 to 967 Physical Damage

q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate

GGPK Mechanics

Cast on Elemental Ailment

HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold

Skill

Lv. 59+
Cast on Elemental Ailment

HasReservationOngoingSkillMetaPersistentBuffFireCold

Cast on Elemental Ailment skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Cast on Ignite

HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · CanHaveMultipleOngoingSkillInstances

Skill

Lv. 59+
Cast on Ignite

HasReservationOngoingSkillMetaPersistentBuffFireCanHaveMultipleOngoingSkillInstances

Cast on Ignite skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 2 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 2 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Elemental Invocation

HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation

Skill

Lv. 27+
Elemental Invocation

HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation

Elemental Invocation skill icon

Req: Level 27+Level 27+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500

q20: Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100

GGPK Mechanics

Elemental Siphon

Attack · MeleeSingleTarget · Melee · Lightning · Cold · Fire · Spear

Skill

Lv. 7+
Elemental Siphon

AttackMeleeSingleTargetMeleeLightningColdFireSpear

Elemental Siphon skill icon

Req: Level 7+Level 7+

Dash to an enemy and nullify their ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
. Hitting an enemy with positive Elemental ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
will reduce their highest Elemental ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
to 0 for a duration and triggers Infuse Weapon, granting your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
the maximum possible SurgesSurges

Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork do not gain the benefits of Surges.
corresponding to the removed ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
. If this skill doesn't remove any ResistancesResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
, its cooldown is reset. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.
Dash to an enemy and nullify their ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
. Hitting an enemy with positive Elemental ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
will reduce their highest Elemental ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
to 0 for a duration and triggers Infuse Weapon, granting your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
the maximum possible SurgesSurges

Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork do not gain the benefits of Surges.
corresponding to the removed ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
. If this skill doesn't remove any ResistancesResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
, its cooldown is reset. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.

Core Mods

  • ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    removal duration is 8 seconds
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    removal duration is 8 seconds
  • Consume Freeze on HitConsume Freeze on Hit
  • Consume Shock on HitConsume Shock on Hit
  • Consumes Ignite on HitConsumes Ignite on Hit

GGPK Mechanics

Elemental Sundering

Attack · Area · Spear · Melee · Fire · Cold · Lightning

Skill

Lv. 42+
Elemental Sundering

AttackAreaSpearMeleeFireColdLightning

Elemental Sundering skill icon

Req: Level 42+Level 42+

Plunge your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
into the ground to emit a pulse that ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an AilmentAilment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an AilmentAilment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's AilmentAilment Threshold dealt.
and IgniteIgnite

Ignite is an AilmentAilment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
on a number of nearby enemies, AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
and CorpsesCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
. The pulse itself deals no damage, but each AilmentAilment

Elemental Ailments are IgniteIgnite , Chill , FreezeFreeze , ShockShock , and Electrocute .
Consumed causes an explosion of the corresponding elemental damage type.
Plunge your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
into the ground to emit a pulse that ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an AilmentAilment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an AilmentAilment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's AilmentAilment Threshold dealt.
and IgniteIgnite

Ignite is an AilmentAilment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
on a number of nearby enemies, AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
and CorpsesCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
. The pulse itself deals no damage, but each AilmentAilment

Elemental Ailments are IgniteIgnite , Chill , FreezeFreeze , ShockShock , and Electrocute .
Consumed causes an explosion of the corresponding elemental damage type.

Core Mods

  • Pulse radius is 5 metresPulse radius is 5 metres
  • ConsumesConsumes

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    up to 20 AilmentsAilment

    Elemental Ailments are IgniteIgnite , Chill , FreezeFreeze , ShockShock , and Electrocute .
    ConsumesConsumes

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    up to 20 AilmentsAilment

    Elemental Ailments are IgniteIgnite , Chill , FreezeFreeze , ShockShock , and Electrocute .
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • 50% more damage with Hits for pulses originating from a Unique enemy50% more damage with Hits for pulses originating from a Unique enemy
  • Cannot inflict FreezeFreeze

    Freeze is an AilmentAilment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an AilmentAilment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's AilmentAilment Threshold dealt.
    or IgniteIgnite

    Ignite is an AilmentAilment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Cannot inflict FreezeFreeze

    Freeze is an AilmentAilment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an AilmentAilment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's AilmentAilment Threshold dealt.
    or IgniteIgnite

    Ignite is an AilmentAilment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Converts 100% of Physical damage to Lightning damageConverts 100% of Physical damage to Lightning damage

q20: Pulse radius is (0 - 0.2) metresPulse radius is (0 - 0.2) metresPulse radius is 0.2 metresPulse radius is 0.2 metres

Ailment

Chilled

Effect

Slowed.

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.

Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.

GGPK Mechanics

Frost Wall

Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 32+
Frost Wall

SpellDamageDurationTrappableTotemableMineableMulticastable

Frost Wall skill icon

Req: Level 32+Level 32+

Create a wall of Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to add another LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
explosion if destroyed.
Create a wall of Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to add another LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
explosion if destroyed.

Core Mods

  • Deals (7 - 187) to (11 - 280) Cold DamageDeals (7 - 187) to (11 - 280) Cold DamageDeals 187 to 280 Cold DamageDeals 187 to 280 Cold Damage
  • Explosion radius is 2 metresExplosion radius is 2 metres
  • Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
    Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
  • Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have 12714 maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have 12714 maximum Life
  • Wall is (2.8 - 5.6) metres longWall is (2.8 - 5.6) metres longWall is 5.6 metres longWall is 5.6 metres long
  • 50% more Magnitude of Chill inflicted50% more Magnitude of Chill inflicted
  • 50% more Freeze Buildup50% more Freeze Buildup
  • 0% more area of effect if Shattered0% more area of effect if Shattered
  • 0% more damage if Shattered0% more damage if Shattered
  • Deals (1 - 23) to (17 - 444) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 23) to (17 - 444) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 23 to 444 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 23 to 444 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Explosion radius is 2.8 metresExplosion radius is 2.8 metres

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Ice Nova

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
Ice Nova

SpellDamageAreaTrappableTotemableMineableMulticastable

Ice Nova skill icon

Req: Level 1+Level 1+

Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Nova radius is 3.2 metresNova radius is 3.2 metres
  • (100 - 157)% more Magnitude of Chill inflicted(100 - 157)% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
    Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds

q20: (0 - 20)% more Damage with Hits against Enemies that are Chilled(0 - 20)% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled

GGPK Mechanics

Arctic Armour

Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage

Skill

Lv. 11+
Arctic Armour

SpellBuffHasReservationColdOngoingSkillPersistentDamage

Arctic Armour skill icon

Req: Level 11+Level 11+

While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Attacks that hit you will remove a stage to cause a burst of ice that deals ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spell damage to the attacker.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Attacks that hit you will remove a stage to cause a burst of ice that deals ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spell damage to the attacker.

Core Mods

  • Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) StagesGains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) StagesGains a Stage every 1.25 seconds, up to a maximum of 5 StagesGains a Stage every 1.25 seconds, up to a maximum of 5 Stages
  • 100% more Magnitude of Chill inflicted100% more Magnitude of Chill inflicted
  • 100% more Freeze Buildup100% more Freeze Buildup
  • Deals (3 - 101) to (5 - 152) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals (3 - 101) to (5 - 152) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals 101 to 152 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals 101 to 152 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage

q20: Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) StagesGains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) StagesGains a Stage every 0.73 seconds, up to a maximum of 1 StagesGains a Stage every 0.73 seconds, up to a maximum of 1 Stages

GGPK Mechanics

Arctic Howl

Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill

Skill

Lv. 15+
Arctic Howl

WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill

Arctic Howl skill icon

Req: Level 15+Level 15+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Warcry radius is 5.5 metresWarcry radius is 5.5 metres
  • Buff duration is 8 secondsBuff duration is 8 seconds
  • Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
  • Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
    Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
  • EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
    EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
  • Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage

q20: Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup

GGPK Mechanics

Bitter Dead

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
Bitter Dead

SpellDamageAreaTrappableTotemableMineableMulticastable

Bitter Dead skill icon

Req: Level 1+Level 1+

Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
into bitter cores that seek out enemies and ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
damage over time.
Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
into bitter cores that seek out enemies and ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
damage over time.

Core Mods

  • Transformation radius is 3.5 metresTransformation radius is 3.5 metres
  • Transforms up to (1 - 7) CorpsesCorpses

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to (1 - 7) CorpsesCorpses

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to 7 CorpsesCorpses

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    Transforms up to 7 CorpsesCorpses

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
  • Core duration is 5 secondsCore duration is 5 seconds
  • Deals (9 - 319) to (14 - 478) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (9 - 319) to (14 - 478) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 319 to 478 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 319 to 478 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Explosion radius is 2 metresExplosion radius is 2 metres
  • Deals (26 - 888) to (39 - 1332) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (26 - 888) to (39 - 1332) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 888 to 1332 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 888 to 1332 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies within 1.5 metre radius
    ChillsChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies within 1.5 metre radius
  • Deals (6.5 - 221.4) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals (6.5 - 221.4) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals 221.4 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
    Deals 221.4 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up Freeze , but cannot build up Heavy Stun .
    damage per second
  • Rune radius is 1.5 metresRune radius is 1.5 metres
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Modifiers to Spell Damage apply to Debuff's Damage over TimeModifiers to Spell Damage apply to Debuff's Damage over Time

q20: Transforms +(0 - 1) CorpseCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +(0 - 1) CorpseCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +1 CorpseCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Transforms +1 CorpseCorpses

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.

GGPK Mechanics

Escape Shot

Attack · RangedAttack · Cold · Area · ProjectileSpeed · ProjectileNumber · ProjectilesNumberModifiersNotApplied

Skill

Lv. 1+
Escape Shot

AttackRangedAttackColdAreaProjectileSpeedProjectileNumberProjectilesNumberModifiersNotApplied

Escape Shot skill icon

Req: Level 1+Level 1+

Leap backwards, firing an icy arrow which can ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
or FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
enemies around the location from which you escaped. This arrow will create Ice FragmentsIce Fragments

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
on impact.
Leap backwards, firing an icy arrow which can ChillChill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
or FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
enemies around the location from which you escaped. This arrow will create Ice FragmentsIce Fragments

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
on impact.

Core Mods

  • Impact radius is 2.4 metresImpact radius is 2.4 metres
  • (300 - 585)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    (300 - 585)% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    585% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    585% more Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
    Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
  • (300 - 585)% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    (300 - 585)% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    585% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    585% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • Converts 80% of Physical damage to Cold damageConverts 80% of Physical damage to Cold damage
  • Number of Projectiles cannot be modifiedNumber of Projectiles cannot be modified
  • +0.7 seconds to Total Attack Time+0.7 seconds to Total Attack Time
  • Explosion radius is 2 metresExplosion radius is 2 metres
  • Fires (7 - 11) ProjectilesFires (7 - 11) ProjectilesFires 11 ProjectilesFires 11 Projectiles
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage
  • 80% more Projectile Speed80% more Projectile Speed
  • Detonation Time is 2.5 secondsDetonation Time is 2.5 seconds

q20: (0 - 120)% more FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
Buildup
(0 - 120)% more FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
Buildup
120% more FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
Buildup
120% more FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
Buildup

GGPK Mechanics

Fangs of Frost

Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried

Skill

Lv. 7+
Fangs of Frost

AttackMeleeSingleTargetMeleeAreaSpearColdSkillConsumesParried

Fangs of Frost skill icon

Req: Level 7+Level 7+

Perform an icy stab that exploits enemies who are already off balance. Hitting a ParriedParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
target ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
Perform an icy stab that exploits enemies who are already off balance. Hitting a ParriedParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
target ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • (100 - 157)% more Magnitude of Chill inflicted(100 - 157)% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted
  • +0.4 metres to Melee Strike Range+0.4 metres to Melee Strike Range
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • Converts 80% of Physical damage to Cold damageConverts 80% of Physical damage to Cold damage
  • Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 2.2 metres
    Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 2.2 metres
  • (200 - 314)% more Magnitude of Chill inflicted(200 - 314)% more Magnitude of Chill inflicted314% more Magnitude of Chill inflicted314% more Magnitude of Chill inflicted
  • (200 - 314)% more Freeze Buildup(200 - 314)% more Freeze Buildup314% more Freeze Buildup314% more Freeze Buildup
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage

q20: (0 - 15)% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
(0 - 15)% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
15% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
15% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.

GGPK Mechanics

Freezing Salvo

Damage · Area · Cold · Projectile · ProjectilesFromUser · Attack · RangedAttack

Skill

Lv. 7+
Freezing Salvo

DamageAreaColdProjectileProjectilesFromUserAttackRangedAttack

Freezing Salvo skill icon

Req: Level 7+Level 7+

Passively gains SealsSeals

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
over time. Using the skill fires a projectile, and breaks the SealsSeals

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
, RepeatingRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
for each of them, and for each additional projectile the skill is given. For each time it RepeatsRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
normally, it will also RepeatRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
an additional time targeting a different Ice FragmentIce Fragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
in its area of effect if able, DetonatingDetonating

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
those Ice FragmentsIce Fragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
immediately.
Passively gains SealsSeals

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
over time. Using the skill fires a projectile, and breaks the SealsSeals

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
, RepeatingRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
for each of them, and for each additional projectile the skill is given. For each time it RepeatsRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
normally, it will also RepeatRepeating

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
Triggered skills, Instant skills, and Channelling skills cannot Repeat.
Skills take 5% longer to perform for each time they Repeat.
an additional time targeting a different Ice FragmentIce Fragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
in its area of effect if able, DetonatingDetonating

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
those Ice FragmentsIce Fragment

Ice Fragments are created by a variety of Skills and Detonate in an Area to deal Cold damage. If a Skill creates multiple Ice Fragments at the same time, only one of them can damage a single enemy.
Some skills can interact with Ice Fragments. Unless otherwise specified, each Ice Fragment can only interact with a single Skill use during its lifetime.
immediately.

Core Mods

  • Impact radius is 1.2 metresImpact radius is 1.2 metres
  • (30 - 68)% more Magnitude of Chill inflicted(30 - 68)% more Magnitude of Chill inflicted68% more Magnitude of Chill inflicted68% more Magnitude of Chill inflicted
  • (30 - 68)% more Freeze Buildup(30 - 68)% more Freeze Buildup68% more Freeze Buildup68% more Freeze Buildup
  • Maximum 10 SealsSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    Maximum 10 SealsSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
  • Gains a SealSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 0.75 seconds
    Gains a SealSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 0.75 seconds
  • Converts 80% of Physical damage to Cold damageConverts 80% of Physical damage to Cold damage
  • Modifiers to number of Projectiles instead apply to the number of times this skill RepeatsRepeating

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    Modifiers to number of Projectiles instead apply to the number of times this skill RepeatsRepeating

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
  • Supported Skills RepeatRepeating

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    1 time per SealSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
    Supported Skills RepeatRepeating

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill.
    Triggered skills, Instant skills, and Channelling skills cannot Repeat.
    Skills take 5% longer to perform for each time they Repeat.
    1 time per SealSeals

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed.
    When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken

q20: (0 - 40)% more Freeze Buildup(0 - 40)% more Freeze Buildup40% more Freeze Buildup40% more Freeze Buildup

Ailment

Frozen

Effect

Cannot move or take actions

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

GGPK Mechanics

Frost Wall

Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 32+
Frost Wall

SpellDamageDurationTrappableTotemableMineableMulticastable

Frost Wall skill icon

Req: Level 32+Level 32+

Create a wall of Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to add another LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
explosion if destroyed.
Create a wall of Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to add another LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
explosion if destroyed.

Core Mods

  • Deals (7 - 187) to (11 - 280) Cold DamageDeals (7 - 187) to (11 - 280) Cold DamageDeals 187 to 280 Cold DamageDeals 187 to 280 Cold Damage
  • Explosion radius is 2 metresExplosion radius is 2 metres
  • Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
    Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
  • Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have 12714 maximum Life
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have 12714 maximum Life
  • Wall is (2.8 - 5.6) metres longWall is (2.8 - 5.6) metres longWall is 5.6 metres longWall is 5.6 metres long
  • 50% more Magnitude of Chill inflicted50% more Magnitude of Chill inflicted
  • 50% more Freeze Buildup50% more Freeze Buildup
  • 0% more area of effect if Shattered0% more area of effect if Shattered
  • 0% more damage if Shattered0% more damage if Shattered
  • Deals (1 - 23) to (17 - 444) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 23) to (17 - 444) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 23 to 444 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 23 to 444 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Explosion radius is 2.8 metresExplosion radius is 2.8 metres

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Ice Nova

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
Ice Nova

SpellDamageAreaTrappableTotemableMineableMulticastable

Ice Nova skill icon

Req: Level 1+Level 1+

Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Nova radius is 3.2 metresNova radius is 3.2 metres
  • (100 - 157)% more Magnitude of Chill inflicted(100 - 157)% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
    Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds

q20: (0 - 20)% more Damage with Hits against Enemies that are Chilled(0 - 20)% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled

GGPK Mechanics

Arctic Armour

Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage

Skill

Lv. 11+
Arctic Armour

SpellBuffHasReservationColdOngoingSkillPersistentDamage

Arctic Armour skill icon

Req: Level 11+Level 11+

While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Attacks that hit you will remove a stage to cause a burst of ice that deals ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spell damage to the attacker.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Attacks that hit you will remove a stage to cause a burst of ice that deals ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
Spell damage to the attacker.

Core Mods

  • Gains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) StagesGains a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) StagesGains a Stage every 1.25 seconds, up to a maximum of 5 StagesGains a Stage every 1.25 seconds, up to a maximum of 5 Stages
  • 100% more Magnitude of Chill inflicted100% more Magnitude of Chill inflicted
  • 100% more Freeze Buildup100% more Freeze Buildup
  • Deals (3 - 101) to (5 - 152) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals (3 - 101) to (5 - 152) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals 101 to 152 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage
    Deals 101 to 152 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage per Stage

q20: Gains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) StagesGains a Stage every (1.25 - 0.73) seconds, up to a maximum of (0 - 1) StagesGains a Stage every 0.73 seconds, up to a maximum of 1 StagesGains a Stage every 0.73 seconds, up to a maximum of 1 Stages

GGPK Mechanics

Arctic Howl

Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill

Skill

Lv. 15+
Arctic Howl

WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill

Arctic Howl skill icon

Req: Level 15+Level 15+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Warcry radius is 5.5 metresWarcry radius is 5.5 metres
  • Buff duration is 8 secondsBuff duration is 8 seconds
  • Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
  • Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
    Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
  • EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
    EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
  • Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage

q20: Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup

GGPK Mechanics

Cast on Elemental Ailment

HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold

Skill

Lv. 59+
Cast on Elemental Ailment

HasReservationOngoingSkillMetaPersistentBuffFireCold

Cast on Elemental Ailment skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Cast on Freeze

HasReservation · OngoingSkill · Meta · Persistent · Buff · Cold · CanHaveMultipleOngoingSkillInstances

Skill

Lv. 59+
Cast on Freeze

HasReservationOngoingSkillMetaPersistentBuffColdCanHaveMultipleOngoingSkillInstances

Cast on Freeze skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Combat Frenzy

OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace

Skill

Lv. 27+
Combat Frenzy

OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace

Combat Frenzy skill icon

Req: Level 27+Level 27+

While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.
While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.

Core Mods

  • Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds

q20: (0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

GGPK Mechanics

Elemental Invocation

HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation

Skill

Lv. 27+
Elemental Invocation

HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation

Elemental Invocation skill icon

Req: Level 27+Level 27+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500

q20: Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100

Ailment

Shocked

Effect

Debuff inflicts increased damage taken

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.

GGPK Mechanics

Arc

Spell · Projectile · Damage · Trappable · Totemable · Mineable · Chains

Skill

Lv. 15+
Arc

SpellProjectileDamageTrappableTotemableMineableChains

Arc skill icon

Req: Level 15+Level 15+

An arc of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
stretches from the caster to a targeted enemy and ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
on to other nearby enemies. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to deal more damage and ChainChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
further.
An arc of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
stretches from the caster to a targeted enemy and ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
on to other nearby enemies. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to deal more damage and ChainChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
further.

Core Mods

  • Deals (1 - 20) to (13 - 386) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 20) to (13 - 386) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 20 to 386 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 20 to 386 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    6 additional times when LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Infused
    ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    6 additional times when LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Infused
  • 200% more damage when LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Infused
    200% more damage when LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Infused
  • 50% increased Magnitude of Shock inflicted50% increased Magnitude of Shock inflicted
  • ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (5 - 9) times
    ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (5 - 9) times
    ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    9 times
    ChainsChains

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    9 times

q20: ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times
ChainsChains

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times

GGPK Mechanics

Lightning Arrow

Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable

Skill

Lv. 1+
Lightning Arrow

AttackRangedAttackMirageArcherCanUseAreaProjectileProjectilesFromUserTotemable

Lightning Arrow skill icon

Req: Level 1+Level 1+

Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams at nearby enemies.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams at nearby enemies.

Core Mods

  • Beam targeting radius is 3.2 metresBeam targeting radius is 3.2 metres
  • Fires beams at up to (2 - 4) additional Enemies near the targetFires beams at up to (2 - 4) additional Enemies near the targetFires beams at up to 4 additional Enemies near the targetFires beams at up to 4 additional Enemies near the target
  • Cannot ChainChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    Cannot ChainChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
  • Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times

q20: (0 - 40)% more chance to Shock(0 - 40)% more chance to Shock40% more chance to Shock40% more chance to Shock

GGPK Mechanics

Lightning Warp

Spell · Damage · Area · Duration · Trappable · Totemable · Mineable

Skill

Lv. 32+
Lightning Warp

SpellDamageAreaDurationTrappableTotemableMineable

Lightning Warp skill icon

Req: Level 32+Level 32+

Target an enemy to either teleport inside the target's body if they are under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold during its duration. Can also be used on Ball LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
. On teleport, the target is destroyed, and the explosion deals LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
. Creates a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
on successful use. Highlights enemies that can be Culled.
Target an enemy to either teleport inside the target's body if they are under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold during its duration. Can also be used on Ball LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
. On teleport, the target is destroyed, and the explosion deals LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
. Creates a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
on successful use. Highlights enemies that can be Culled.

Core Mods

  • Deals (2 - 54) to (30 - 1032) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (2 - 54) to (30 - 1032) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 54 to 1032 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 54 to 1032 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Explosion and Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius are 3 metres
    Explosion and Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius are 3 metres
  • Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds

q20: (0 - 10)% increased Magnitude of Shock inflicted(0 - 10)% increased Magnitude of Shock inflicted10% increased Magnitude of Shock inflicted10% increased Magnitude of Shock inflicted

GGPK Mechanics

Valako's Charge

Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area

Skill

Lv. 1+
Valako's Charge

SpellDamageChainsTriggerableLightningUsableWhileMovingArea

Valako's Charge skill icon

Req: Level 1+Level 1+

While active, taking LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage builds up charge on you. Reaching full charge expends all charge to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
this skill, creating a ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
lightning bolt that arcs to nearby enemies.
While active, taking LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage builds up charge on you. Reaching full charge expends all charge to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
this skill, creating a ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
lightning bolt that arcs to nearby enemies.

Core Mods

  • TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of (17 - 628) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of (17 - 628) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of 628 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of 628 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
  • Can target Enemies within 3 metresCan target Enemies within 3 metres
  • Deals (3 - 102) to (65 - 1942) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (3 - 102) to (65 - 1942) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 102 to 1942 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 102 to 1942 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (4 - 5) times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (4 - 5) times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    5 times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    5 times

q20: ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times

GGPK Mechanics

Ball Lightning

Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable

Skill

Lv. 42+
Ball Lightning

SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable

Ball Lightning skill icon

Req: Level 42+Level 42+

FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.
FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.

Core Mods

  • Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Bolts target enemies within 1.8 metresBolts target enemies within 1.8 metres
  • 375% more chance to Shock375% more chance to Shock
  • Hits enemies in range every 0.2 secondsHits enemies in range every 0.2 seconds
  • Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
    Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
  • Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds

q20: Bolts target enemies within (0 - 0.4) metresBolts target enemies within (0 - 0.4) metresBolts target enemies within 0.4 metresBolts target enemies within 0.4 metres

GGPK Mechanics

Cast on Elemental Ailment

HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold

Skill

Lv. 59+
Cast on Elemental Ailment

HasReservationOngoingSkillMetaPersistentBuffFireCold

Cast on Elemental Ailment skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies, and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Cast on Shock

HasReservation · OngoingSkill · Meta · Persistent · Buff · Lightning · CanHaveMultipleOngoingSkillInstances

Skill

Lv. 59+
Cast on Shock

HasReservationOngoingSkillMetaPersistentBuffLightningCanHaveMultipleOngoingSkillInstances

Cast on Shock skill icon

Req: Level 59+Level 59+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemies and triggers socketed spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 57)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    57% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.

q20: (0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
(0 - 15)% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained
15% increased EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
gained

GGPK Mechanics

Elemental Invocation

HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation

Skill

Lv. 27+
Elemental Invocation

HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation

Elemental Invocation skill icon

Req: Level 27+Level 27+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
an enemy. Using the Invocation once sufficient EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is gathered will consume the EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
to trigger socketed Spells, and can trigger them multiple times if it has enough EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
.

Core Mods

  • Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
    Gains 10 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    with Hits from Skills
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    will deal
  • Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
    Gains 1 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    per Power of enemies you ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    with Hits from Skills
  • (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    (0 - 68)% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
    68% increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    gained
  • Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    is 500

q20: Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is (0 - 100)
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100
Maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
is 100

Ailment

Electrified

Effect

Lightning damage causes Electrocution buildup.

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.

GGPK Mechanics

Valako's Charge

Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area

Skill

Lv. 1+
Valako's Charge

SpellDamageChainsTriggerableLightningUsableWhileMovingArea

Valako's Charge skill icon

Req: Level 1+Level 1+

While active, taking LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage builds up charge on you. Reaching full charge expends all charge to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
this skill, creating a ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
lightning bolt that arcs to nearby enemies.
While active, taking LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage builds up charge on you. Reaching full charge expends all charge to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
this skill, creating a ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
lightning bolt that arcs to nearby enemies.

Core Mods

  • TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of (17 - 628) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of (17 - 628) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of 628 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    after you take a total of 628 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Hit Damage
  • Can target Enemies within 3 metresCan target Enemies within 3 metres
  • Deals (3 - 102) to (65 - 1942) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (3 - 102) to (65 - 1942) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 102 to 1942 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 102 to 1942 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (4 - 5) times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (4 - 5) times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    5 times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    Projectiles Splitting , Piercing or Forking take priority over Chaining.
    Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    5 times

q20: ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+(0 - 2) times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times
ChainsChaining

Effects that Chain are redirected to another target after colliding with an enemy.
Projectiles Splitting , Piercing or Forking take priority over Chaining.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
+2 times

GGPK Mechanics

Combat Frenzy

OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace

Skill

Lv. 27+
Combat Frenzy

OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace

Combat Frenzy skill icon

Req: Level 27+Level 27+

While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.
While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.

Core Mods

  • Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds

q20: (0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

GGPK Mechanics

Conductive Runes

Area · Hazard · Duration · Attack · Damage · Limit · UseGlobalStats

Skill

Lv. 1+
Conductive Runes

AreaHazardDurationAttackDamageLimitUseGlobalStats

Conductive Runes skill icon

Req: Level 1+Level 1+

Spend Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
's damage and apply ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
buildup.
Spend Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
's damage and apply ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
buildup.

Core Mods

  • Runes emerge within a 8.5 metre length coneRunes emerge within a 8.5 metre length cone
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Runes arm after 0.4 secondsRunes arm after 0.4 seconds
  • Limit 20 active RunesLimit 20 active Runes
  • Runes detonate 0.3 seconds after activationRunes detonate 0.3 seconds after activation
  • Creates 10 RunesCreates 10 Runes
  • 50% more ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup from Hits with this skill
    50% more ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup from Hits with this skill
  • Rune explosion radius is 1.4 metresRune explosion radius is 1.4 metres
  • Lightning damage from this skill Contributes to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    Lightning damage from this skill Contributes to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
  • Converts 100% of Physical damage to Lightning damageConverts 100% of Physical damage to Lightning damage
  • (1 - 16) to (11 - 304) base Lightning Damage(1 - 16) to (11 - 304) base Lightning Damage16 to 304 base Lightning Damage16 to 304 base Lightning Damage

GGPK Mechanics

Electrocuting Arrow

Attack · RangedAttack · Projectile · Lightning · Duration · CannotChain · ProjectileNoCollision

Skill

Lv. 15+
Electrocuting Arrow

AttackRangedAttackProjectileLightningDurationCannotChainProjectileNoCollision

Electrocuting Arrow skill icon

Req: Level 15+Level 15+

Fire an electrifying arrow that explodes in an Area on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to build up ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
. This rod is removed when the enemy is next Electrocuted.
Fire an electrifying arrow that explodes in an Area on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to build up ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
. This rod is removed when the enemy is next Electrocuted.

Core Mods

  • Cannot ChainCannot Chain
  • Cannot PierceCannot Pierce
  • Arrow duration is 25 secondsArrow duration is 25 seconds
  • Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage

q20: Hits against targets with attached Rods gain (0 - 10)% of Damage as extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Damage
Hits against targets with attached Rods gain (0 - 10)% of Damage as extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Damage
Hits against targets with attached Rods gain 10% of Damage as extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Damage
Hits against targets with attached Rods gain 10% of Damage as extra LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Damage

GGPK Mechanics

Enervating Nova

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
Enervating Nova

SpellDamageAreaTrappableTotemableMineableMulticastable

Enervating Nova skill icon

Req: Level 1+Level 1+

Unleash a NovaNova

Nova Skills take effect in a circular area around their user.
of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
can be Electrocuted by all LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage for a short duration.
Unleash a NovaNova

Nova Skills take effect in a circular area around their user.
of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
can be Electrocuted by all LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage for a short duration.

Core Mods

  • Deals (1 - 14) to (7 - 265) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 14) to (7 - 265) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 14 to 265 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 14 to 265 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Ring outer radius is 2.6 metresRing outer radius is 2.6 metres
  • Ring inner radius is 1 metreRing inner radius is 1 metre
  • Enemies HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    receive Electrocution buildup from LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage for 4 second duration
    Enemies HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    receive Electrocution buildup from LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage for 4 second duration
  • Deals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ringDeals more damage to enemies based on distance from you, up to 100% to enemies on the far edge of the ring
  • (100 - 157)% more Electrocution buildup(100 - 157)% more Electrocution buildup157% more Electrocution buildup157% more Electrocution buildup
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup

q20: (0 - 40)% more Electrocution buildup(0 - 40)% more Electrocution buildup40% more Electrocution buildup40% more Electrocution buildup

GGPK Mechanics

Moment of Vulnerability

Spell · Nova · Area · UsableWhileMoving · Damage · Cooldown

Skill

Lv. 1+
Moment of Vulnerability

SpellNovaAreaUsableWhileMovingDamageCooldown

Moment of Vulnerability skill icon

Req: Level 1+Level 1+

Send out a temporal NovaNova

Nova Skills take effect in a circular area around their user.
to take advantage of enemies' moment of vulnerability. HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies that are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
, ElectrocutionElectrocution

Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
, or FreezeFreeze

Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
causes a visage of them to appear, lasting as long as the original target would have been affected by the form of ImmobilisationImmobilisation

A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Send out a temporal NovaNova

Nova Skills take effect in a circular area around their user.
to take advantage of enemies' moment of vulnerability. HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies that are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
, ElectrocutionElectrocution

Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
, or FreezeFreeze

Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
causes a visage of them to appear, lasting as long as the original target would have been affected by the form of ImmobilisationImmobilisation

A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
used to create the visage. A portion of the damage dealt to visages is also dealt to the original.

Core Mods

  • Deals (1 - 30) to (2 - 46) Physical DamageDeals (1 - 30) to (2 - 46) Physical DamageDeals 30 to 46 Physical DamageDeals 30 to 46 Physical Damage
  • NovaNova

    Nova Skills take effect in a circular area around their user.
    radius is 4 metres
    NovaNova

    Nova Skills take effect in a circular area around their user.
    radius is 4 metres

GGPK Mechanics

Shockchain Arrow

Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable

Skill

Lv. 42+
Shockchain Arrow

AttackRangedAttackMirageArcherCanUseAreaProjectileProjectilesFromUserTotemable

Shockchain Arrow skill icon

Req: Level 42+Level 42+

Fire a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-charged arrow that homes in on enemies afflicted by Lightning AilmentsLightning Ailments

ShockShock and ElectrocuteElectrocution are LightningLightning Ailments .
. Hitting such an enemy will cause your arrow to release a damaging shockwave and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
towards nearby targets, with those Chaining HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
also releasing a shockwave. After the final ChainChain

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, the arrow lodges into the ground as a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Rod. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from HitsHits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
from enemies it HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, but not ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from HitsHits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
.
Fire a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-charged arrow that homes in on enemies afflicted by Lightning AilmentsLightning Ailments

ShockShock and ElectrocuteElectrocution are LightningLightning Ailments .
. Hitting such an enemy will cause your arrow to release a damaging shockwave and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
towards nearby targets, with those Chaining HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
also releasing a shockwave. After the final ChainChain

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, the arrow lodges into the ground as a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Rod. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from HitsHits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
from enemies it HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, but not ElectrocutionElectrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from HitsHits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
.

Core Mods

  • ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy.
    ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
    ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy.
    ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining.
    ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Arrow duration is 20 secondsArrow duration is 20 seconds
  • Arrow disappears after being Chained to 8 timesArrow disappears after being Chained to 8 times
  • Maximum 10 active ArrowsMaximum 10 active Arrows
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage
    Converts 80% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage
  • Shockwave radius is 2.5 metresShockwave radius is 2.5 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% more LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Damage
(0 - 20)% more LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Damage
20% more LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Damage
20% more LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Damage

GGPK Mechanics

Voltaic Barrier

Attack · Area · Wall · Lightning · UsableWhileMoving · Totemable

Skill

Lv. 1+
Voltaic Barrier

AttackAreaWallLightningUsableWhileMovingTotemable

Voltaic Barrier skill icon

Req: Level 1+Level 1+

Spend Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and ElectrocutingElectrocuting

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies caught between them. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
you fire through the wall become energised, and discharge that energy on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
as ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectiles Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams.
Spend Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and ElectrocutingElectrocuting

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies caught between them. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
you fire through the wall become energised, and discharge that energy on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
as ChainingChaining

Effects that Chain are redirected to another target after colliding with an enemy.
ProjectilesProjectiles Splitting , Piercing or Forking take priority over Chaining.
ProjectilesProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
beams.

Core Mods

  • Wall length is 6 metresWall length is 6 metres
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Hits enemies every 0.25 secondsWall Hits enemies every 0.25 seconds
  • 300% more Electrocution buildup300% more Electrocution buildup
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from this skill Contributes to Electrocution Buildup
  • Cannot ShockCannot Shock
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Beam targeting radius is 2 metresBeam targeting radius is 2 metres
  • Fires beams at up to 3 additional Enemies near the targetFires beams at up to 3 additional Enemies near the target
  • ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    ProjectilesProjectiles Splitting , Piercing or Forking take priority over Chaining.
    ProjectilesProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times
    ChainsChaining

    Effects that Chain are redirected to another target after colliding with an enemy.
    ProjectilesProjectiles Splitting , Piercing or Forking take priority over Chaining.
    ProjectilesProjectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times

q20: (0 - 40)% increased Skill Effect Duration(0 - 40)% increased Skill Effect Duration40% increased Skill Effect Duration40% increased Skill Effect Duration

Ailment

Poisoned

Effect

Debuff inflicts Chaos damage over time which bypasses Energy Shield.

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

GGPK Mechanics

Acidic Concoction

Attack · ProjectilesFromUser · Triggerable · Area · Projectile · UsableWhileMoving · ProjectileNoCollision

Skill

Lv. 1+
Acidic Concoction

AttackProjectilesFromUserTriggerableAreaProjectileUsableWhileMovingProjectileNoCollision

Acidic Concoction skill icon

Req: Level 1+Level 1+

ConsumeConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
charges from your Mana FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to throw a flask that explodes, dealing PhysicalPhysical

10% increased Physical Damage
Attack damage in an area. The thrown flask ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed AttackUnarmed Attack

Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .
Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
.
ConsumeConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
charges from your Mana FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to throw a flask that explodes, dealing PhysicalPhysical

10% increased Physical Damage
Attack damage in an area. The thrown flask ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed AttackUnarmed Attack

Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon .
Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
.

Core Mods

  • Explosion radius is 1.8 metresExplosion radius is 1.8 metres
  • Cannot PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Cannot PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
  • ConsumesConsumes

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    5 Charges from your Mana FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    ConsumesConsumes

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    5 Charges from your Mana FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • (7 - 196) to (11 - 294) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    (7 - 196) to (11 - 294) base PhysicalPhysical

    10% increased Physical Damage
    Damage
    196 to 294 base PhysicalPhysical

    10% increased Physical Damage
    Damage
    196 to 294 base PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Burst radius is 1.5 metresBurst radius is 1.5 metres
  • Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    Enemies lose Life equal to 150% of the expected remaining Damage of the Consumed PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
  • 30% more Area of Effect per PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    affecting the Enemy
    30% more Area of Effect per PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    PhysicalPhysical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage.
    affecting the Enemy

q20: Explosion radius is (0 - 0.4) metresExplosion radius is (0 - 0.4) metresExplosion radius is 0.4 metresExplosion radius is 0.4 metres

GGPK Mechanics

Bursting Fen Toad

Attack · Area · Chaos · Physical · Triggered · InbuiltTrigger · Triggerable

Skill

Lv. 1+
Bursting Fen Toad

AttackAreaChaosPhysicalTriggeredInbuiltTriggerTriggerable

Bursting Fen Toad skill icon

Req: Level 1+Level 1+

This skill creates a toad that jumps around briefly, the toad then explodes, dealing Attack damage in an area and inflicting PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
. Damage you deal with this skill is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
.
This skill creates a toad that jumps around briefly, the toad then explodes, dealing Attack damage in an area and inflicting PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
. Damage you deal with this skill is not based on your WeaponWeapon

Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
.

Core Mods

  • 25% chance to Trigger this Skill on Kill25% chance to Trigger this Skill on Kill
  • Toad Explosion radius is 2.5 metresToad Explosion radius is 2.5 metres
  • 100% chance to PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit
    100% chance to PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit
  • (6 - 171) to (9 - 256) Base Physical Damage(6 - 171) to (9 - 256) Base Physical Damage171 to 256 Base Physical Damage171 to 256 Base Physical Damage

q20: (0 - 10)% chance to Trigger this Skill on Kill(0 - 10)% chance to Trigger this Skill on Kill10% chance to Trigger this Skill on Kill10% chance to Trigger this Skill on Kill

GGPK Mechanics

Decompose

Spell · Damage · Area · Trappable · Totemable · Mineable · AreaSpell

Skill

Lv. 1+
Decompose

SpellDamageAreaTrappableTotemableMineableAreaSpell

Decompose skill icon

Req: Level 1+Level 1+

Consume a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
to create a cloud of flammable PoisonousPoisonous

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
gas. Any BurningBurning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Consume a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
to create a cloud of flammable PoisonousPoisonous

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
gas. Any BurningBurning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skills will explode the gas cloud, creating a fiery explosion.

Core Mods

  • Cloud radius is 1.6 metresCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • PoisonsPoisonous

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damage equal to 10% of CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    's maximum Life
    PoisonsPoisonous

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damage equal to 10% of CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
    's maximum Life
  • Gains +20% more Radius per second, up to a maximum of +80%Gains +20% more Radius per second, up to a maximum of +80%
  • Limit 6 PoisonPoisonous

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoisonous

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
  • Deals (9 - 398) to (14 - 598) Fire DamageDeals (9 - 398) to (14 - 598) Fire DamageDeals 398 to 598 Fire DamageDeals 398 to 598 Fire Damage

q20: Cloud duration is (0 - 1) secondCloud duration is (0 - 1) secondCloud duration is 1 secondCloud duration is 1 second

GGPK Mechanics

Gas Arrow

Attack · RangedAttack · Projectile · ProjectilesFromUser · Barrageable · Duration · UsableWhileMoving

Skill

Lv. 23+
Gas Arrow

AttackRangedAttackProjectileProjectilesFromUserBarrageableDurationUsableWhileMoving

Gas Arrow skill icon

Req: Level 23+Level 23+

Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skillDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
or if an IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemy touches it, creating a fiery explosion.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skillDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
or if an IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemy touches it, creating a fiery explosion.

Core Mods

  • Impact radius is 1.8 metresImpact radius is 1.8 metres
  • Cloud radius is 1.8 metresCloud radius is 1.8 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
    Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
  • Gains +20% more Radius per second, up to a maximum of +80%Gains +20% more Radius per second, up to a maximum of +80%
  • Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: Impact radius is (0 - 0.4) metresImpact radius is (0 - 0.4) metresImpact radius is 0.4 metresImpact radius is 0.4 metres

Quality Effect

  • Cloud radius is (0 - 0.4) metresCloud radius is (0 - 0.4) metresCloud radius is 0.4 metresCloud radius is 0.4 metres

GGPK Mechanics

Gas Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 15+
Gas Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Gas Grenade skill icon

Req: Level 15+Level 15+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that causes a burst of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
gas when its fuse expires, damaging enemies and leaving behind a growing PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
cloud. BurningBurning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
will cause the cloud to explode in a fiery blast.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that causes a burst of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
gas when its fuse expires, damaging enemies and leaving behind a growing PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
cloud. BurningBurning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
will cause the cloud to explode in a fiery blast.

Core Mods

  • Impact radius is (1.4 - 2) metresImpact radius is (1.4 - 2) metresImpact radius is 2 metresImpact radius is 2 metres
  • Projectiles cannot ForkProjectiles cannot Fork
  • Detonation Time is 2 secondsDetonation Time is 2 seconds
  • Cloud radius is (1.4 - 2) metresCloud radius is (1.4 - 2) metresCloud radius is 2 metresCloud radius is 2 metres
  • Cloud Duration is 6 secondsCloud Duration is 6 seconds
  • Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
    Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
  • Gains 20% more Radius per second, up to a maximum of 80%Gains 20% more Radius per second, up to a maximum of 80%
  • Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Clouds
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Herald of Plague

OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace

Skill

Lv. 27+
Herald of Plague

OngoingSkillHasReservationBuffPersistentHeraldChaosAttackInPlace

Herald of Plague skill icon

Req: Level 27+Level 27+

While active, killing a PoisonedPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemy spreads its PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.
While active, killing a PoisonedPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemy spreads its PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.

Core Mods

  • Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a (1.5 - 1.8) metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a (1.5 - 1.8) metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a 1.8 metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a 1.8 metre radius
  • (10 - 29)% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    (10 - 29)% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    29% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    29% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them

q20: (0 - 20)% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
(0 - 20)% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
20% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
20% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them

GGPK Mechanics

Plague Bearer

Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace

Skill

Lv. 11+
Plague Bearer

BuffOngoingSkillHasReservationPersistentAttackInPlace

Plague Bearer skill icon

Req: Level 11+Level 11+

While active, stores a portion of the PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
Damage you deal. Using this Skill unleashes the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to damage and PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemies around you.
While active, stores a portion of the PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
Damage you deal. Using this Skill unleashes the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to damage and PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemies around you.

Core Mods

  • Stores 4% of Expected PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    damage, up to (43 - 15257) Deals Physical damage equal to the stored PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Stores 4% of Expected PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    damage, up to (43 - 15257) Deals Physical damage equal to the stored PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Stores 4% of Expected PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    damage, up to 15257 Deals Physical damage equal to the stored PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Stores 4% of Expected PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    damage, up to 15257 Deals Physical damage equal to the stored PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
  • Nova radius is 1.8 metresNova radius is 1.8 metres
  • Always PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit
    Always PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit
  • 80% less Stun buildup80% less Stun buildup

q20: Stores (0 - 2)% of Expected PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
damage, up to (43 - 15257) Deals Physical damage equal to the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
Stores (0 - 2)% of Expected PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
damage, up to (43 - 15257) Deals Physical damage equal to the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
Stores 2% of Expected PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
damage, up to 15257 Deals Physical damage equal to the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
Stores 2% of Expected PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
damage, up to 15257 Deals Physical damage equal to the stored PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.

GGPK Mechanics

Poisonburst Arrow

Attack · RangedAttack · Projectile · Barrageable · UsableWhileMoving · CanBecomeArrowRain · Area

Skill

Lv. 1+
Poisonburst Arrow

AttackRangedAttackProjectileBarrageableUsableWhileMovingCanBecomeArrowRainArea

Poisonburst Arrow skill icon

Req: Level 1+Level 1+

Fire a virulent arrow that creates a burst of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
on hit, affecting all enemies in an area.
Fire a virulent arrow that creates a burst of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
on hit, affecting all enemies in an area.

Core Mods

  • Burst radius is (1.5 - 2.4) metresBurst radius is (1.5 - 2.4) metresBurst radius is 2.4 metresBurst radius is 2.4 metres
  • PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    duration is 3 seconds
    PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    duration is 3 seconds
  • Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
    Does not Hit, but PoisonsPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    enemies as though Hitting them
  • PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    inflicted by this Skill is affected by Modifiers to Skill Effect Duration
    PoisonPoison

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    inflicted by this Skill is affected by Modifiers to Skill Effect Duration

q20: (0 - 10)% more Magnitude of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
inflicted
(0 - 10)% more Magnitude of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
inflicted
10% more Magnitude of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
inflicted
10% more Magnitude of PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
inflicted

Sources and reference

Overview

Game Mechanics: Ailments

  • Player-facing ailment states selected by exact BuffDefinitions identity, with GGPK skill and support examples.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Ailments: GGPK-owned review

7 exact definitions · 7 presentations

Current client 4.5.5.1: 56 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Ailments

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Ailments

MechanicGGPK definitionExact sources
BleedingDebuff inflicts Physical damage over time. This Damage bypasses Energy Shield.BuffDefinitions row 153 bleeding
IgnitedDebuff inflicts Fire damage over timeBuffDefinitions row 0 ignited
ChilledSlowed.BuffDefinitions row 1 chilled
FrozenCannot move or take actionsBuffDefinitions row 2 frozen
ShockedDebuff inflicts increased damage takenBuffDefinitions row 3 shocked
ElectrifiedLightning damage causes Electrocution buildup.BuffDefinitions row 2802 receive_electrocution_buildup
PoisonedDebuff inflicts Chaos damage over time which bypasses Energy Shield.BuffDefinitions row 13 poison

Ailments

#

GGPK Mechanics

Temporal Chains

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Temporal Chains

SpellAreaDurationTrappableTotemableMineableMulticastable

Temporal Chains skill icon

Req: Level 23+Level 23+

Curse all enemies in an area, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
them and making other effects on them expire more slowly.
Curse all enemies in an area, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
them and making other effects on them expire more slowly.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by (40 - 59)%
    Curse SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by (40 - 59)%
    Curse SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by 59%
    Curse SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by 59%
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse makes other effects on targets expire 25% slowerCurse makes other effects on targets expire 25% slower
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Elemental Weakness

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Elemental Weakness

SpellAreaDurationTrappableTotemableMineableMulticastable

Elemental Weakness skill icon

Req: Level 23+Level 23+

Curse all targets in an area after a short delay, lowering their ElementalElemental

The three Elemental damage types are Fire , Cold , and Lightning .
ResistancesResistances

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.
Curse all targets in an area after a short delay, lowering their ElementalElemental

The three Elemental damage types are Fire , Cold , and Lightning .
ResistancesResistances

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse inflicts +(-59 - -40)% to ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +(-59 - -40)% to ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-40% to ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-40% to ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are ElementalElemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your ElementalElemental Resistances are lowered as you progress through the game. ElementalElemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Flammability

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Flammability

SpellAreaDurationTrappableTotemableMineableMulticastable

Flammability skill icon

Req: Level 23+Level 23+

Curse all targets in an area after a short delay, lowering their FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.
Curse all targets in an area after a short delay, lowering their FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse inflicts +(-29 - -23)% to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +(-29 - -23)% to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Hypothermia

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Hypothermia

SpellAreaDurationTrappableTotemableMineableMulticastable

Hypothermia skill icon

Req: Level 23+Level 23+

Curse all targets in an area after a short delay, lowering their ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.
Curse all targets in an area after a short delay, lowering their ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse inflicts +(-29 - -23)% to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +(-29 - -23)% to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold ResistanceResistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , ColdCold , Lightning or Chaos — up to a Maximum . Fire , ColdCold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Conductivity

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Conductivity

SpellAreaDurationTrappableTotemableMineableMulticastable

Conductivity skill icon

Req: Level 23+Level 23+

Curse all targets in an area after a short delay, lowering their LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.
Curse all targets in an area after a short delay, lowering their LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse inflicts +(-29 - -23)% to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +(-29 - -23)% to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-23% to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning ResistanceResistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , LightningLightning or Chaos — up to a Maximum . Fire , Cold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Enfeeble

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 7+
Enfeeble

SpellAreaDurationTrappableTotemableMineableMulticastable

Enfeeble skill icon

Req: Level 7+Level 7+

Curse all targets in an area after a short delay, making them deal less damage.Curse all targets in an area after a short delay, making them deal less damage.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse makes targets deal (20 - 29)% less DamageCurse makes targets deal (20 - 29)% less DamageCurse makes targets deal 29% less DamageCurse makes targets deal 29% less Damage
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Vulnerability

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 23+
Vulnerability

SpellAreaDurationTrappableTotemableMineableMulticastable

Vulnerability skill icon

Req: Level 23+Level 23+

Curse all targets in an area after a short delay, making HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against them ignore a portion of their ArmourArmour

Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.
Curse all targets in an area after a short delay, making HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against them ignore a portion of their ArmourArmour

Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.

Core Mods

  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse inflicts -(16 - 19210) to Total ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Curse inflicts -(16 - 19210) to Total ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Curse inflicts -19210 to Total ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Curse inflicts -19210 to Total ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

GGPK Mechanics

Despair

Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 32+
Despair

SpellAreaDurationTrappableTotemableMineableMulticastable

Despair skill icon

Req: Level 32+Level 32+

Curse all targets in an area after a short delay, lowering their ChaosChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.
Curse all targets in an area after a short delay, lowering their ChaosChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
ResistanceResistance

Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
.

Core Mods

  • Curse inflicts +(-49 - -35)% to ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +(-49 - -35)% to ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-35% to ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Curse inflicts +-35% to ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos ResistanceResistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Curse radius is (1.5 - 3.1) metresCurse radius is (1.5 - 3.1) metresCurse radius is 3.1 metresCurse radius is 3.1 metres
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) secondsCurse duration is 7.4 secondsCurse duration is 7.4 seconds
  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level 20Curse does not apply to enemies above level 20

q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes

Related unique items

Doedre's Damning Lv. 1+
Doedre's Damning

Base: Lazuli Ring

Implicit
  • +(20-30) to maximum Mana
Explicit
  • +(5-15) % to all Elemental Resistances
  • Gain (1-10) Mana per enemy killed
  • You can apply an additional Curse

"Where her mouth should have been there was only a whirling, black void."

Rondel de Ezo Lv. 11+
Rondel de Ezo

Base: Plated Buckler

Req: 18 Dex

Block chance Evasion Rating
20%55
Implicit
  • Grants Skill: Parry
Explicit
  • (50-150) % increased Evasion Rating
  • +(10-20) to Dexterity
  • 5 Life Regeneration per second
  • 100 % increased Block chance against Projectiles
  • Curse Enemies with Enfeeble on Block

""Resist for long enough, and your oppressor will lose his will. Then, you've won.""

Shackles of the Wretched Lv. 16+
Shackles of the Wretched

Base: Aged Cuffs

Req: 13 Str | 13 Int

Armour Energy Shield
3613
Explicit
  • (30-50) % increased Armour and Energy Shield
  • You cannot be Chilled for 6 seconds after being Chilled
  • You cannot be Frozen for 6 seconds after being Frozen
  • You cannot be Ignited for 6 seconds after being Ignited
  • You cannot be Shocked for 6 seconds after being Shocked
  • Curses you inflict are reflected back to you

"Captivity breeds creativity."

Existing modifiers are replaced randomly; the specific replaced modifier is not paired with these outcomes.

Added: (10-20)% inc. Curse Magnitudes(10-20)% increased Curse Magnitudes

Added: (10-20)% inc. Freeze Dur. on Enemies(10-20)% increased Freeze Duration on Enemies

Added: (20-40)% inc. Ignite Magnitude(20-40)% increased Ignite Magnitude

Added: (20-40)% inc. Magnitude of Shock you inflict(20-40)% increased Magnitude of Shock you inflict

Added: (20-40)% inc. Magnitude of Chill you inflict(20-40)% increased Magnitude of Chill you inflict

Added: (10-15)% inc. Dmg per Curse on you(10-15)% increased Damage per Curse on you

Veilpiercer Lv. 20+
Veilpiercer

Base: Amethyst Ring

Implicit
  • +(7-13) % to Chaos Resistance
Explicit
  • +(60-100) to maximum Mana
  • +(15-25) to Intelligence
  • Curses you inflict can affect Hexproof Enemies
  • Curses you inflict spread to enemies within 3 metres when Cursed enemy dies
  • Gain 1 Dark Whisper every second there is a Cursed Enemy in your Presence
  • (20-40) % increased Damage with Hits against targets in your Presence

"The tribe revelled wildly, unaware that each fruit they ate further bound their continuity to the fog's. In time, the merest touch could break their reality."

Cursecarver Lv. 33+
Cursecarver

Base: Acrid Wand

Req: 60 Int

Implicit
  • Grants Skill: Decompose
Explicit
  • (80-100) % increased Spell Damage
  • (10-20) % increased Cast Speed
  • Lose 10 Life per enemy killed
  • (30-50) % increased Mana Regeneration Rate
  • +4 to Level of [Random Curse] Skills

"Lost in the Black Fen, Erian hoped that dawn would save him. He had no idea how far away the light truly was."

Windscream Lv. 33+
Windscream

Base: Feathered Sandals

Req: 45 Int

Energy Shield: 81

Explicit
  • (10-20) % increased Movement Speed
  • (50-100) % increased Energy Shield
  • +(10-20) to Intelligence
  • Curse Skills have (10-20) % increased Cast Speed
  • Curses have no Activation Delay

"The mocking wind, a shielding spell, The haunting screams, a maddening hell"

Fairgraves' Curse Lv. 45+
Fairgraves' Curse

Base: Artillery Bow

Req: 80 Dex

Physical Damage Fire Damage Critical Hit Chance Attacks per Second
39-7291-1265.00%1.10
Implicit
  • Grants Skill: Level 11 Phantasmal Arrow
  • 50 % reduced Projectile Range
Explicit
  • Adds (76-98) to (126-193) Fire Damage
  • (30-50) % increased Flammability Magnitude
  • (10-20) % increased Ignite Magnitude
  • 30 % reduced Life Recovery rate
  • -30 Physical Damage taken from Hits
  • Attack Hits inflict Spectral Fire for 8 seconds

"The power of the Allflame rends souls just as easily as flesh."

Liminal Coil Lv. 65+
Liminal Coil

Base: Twisted Wand

Req: 114 Int

Implicit
  • Grants Skill: Coiling Bolts
Explicit
  • (71-113) % increased Spell Damage
  • (7-13) % increased Cast Speed
  • Magnitudes of Curses you inflict are zero
  • Curses you inflict ignore Curse limit
  • Spell Hits Gain (23-31) % of Damage as Extra Chaos Damage per Curse on target
  • Spell Hits Gain (23-31) % of Damage as Extra Physical Damage per Curse on target

"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."

Cospri's Will Lv. 73+
Cospri's Will

Base: Assassin Garb

Req: 67 Dex | 67 Int

Evasion Rating Energy Shield
737226
Implicit
  • Grants Skill: Level 17 Withering Presence
  • 5 % increased Movement Speed
Explicit
  • (150-200) % increased Evasion and Energy Shield
  • +(23-29) % to Chaos Resistance
  • Curses you inflict have infinite Duration
  • Curses you inflict can affect Hexproof Enemies
  • Withered you inflict has infinite Duration

"Curse their vile Council, They cast me aside as if I am some bastard child. If they only knew the power I possess."

Sources and reference

Overview

Game Mechanics: Curses

  • The current client curse definitions and their exact active-skill owners. Flammability is correctly classified as a Curse by BuffDefinitions.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Curses: GGPK-owned review

8 exact definitions · 8 presentations

Current client 4.5.5.1: 8 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Curses

MechanicGGPK definitionExact sources
Temporal ChainsCurse Slows and makes other effects expire more slowly.BuffDefinitions row 85 curse_temporal_chains
Elemental WeaknessCurse inflicts lowered Elemental Resistances.BuffDefinitions row 86 curse_elemental_weakness
FlammabilityCurse inflicts lowered Fire Resistance.BuffDefinitions row 87 curse_fire_weakness
HypothermiaCurse inflicts lowered Cold Resistance.BuffDefinitions row 88 curse_cold_weakness
ConductivityCurse inflicts lowered Lightning Resistance.BuffDefinitions row 89 curse_lightning_weakness
EnfeebleCurse inflicts less damage dealt.BuffDefinitions row 91 curse_enfeeble
VulnerabilityCurse removes a portion of Total Armour.BuffDefinitions row 92 curse_vulnerability
DespairCurse inflicts lowered Chaos Resistance.BuffDefinitions row 923 curse_chaos_weakness

Curses

#

Ground effect

Ignited Ground

Effect

A named fire ground state. Its selected GGPK skill cards provide the exact creating and interaction text.

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.

Summary: client description unavailable.

GGPK Mechanics

Ball Lightning

Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable

Skill

Lv. 42+
Ball Lightning

SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable

Ball Lightning skill icon

Req: Level 42+Level 42+

FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.
FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
a slow-moving ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that moves through enemies. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
itself does not HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, but repeatedly discharges bolts of LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
at nearby enemies. Consumes a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
if possible to slow down over time, create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
as it travels, and explode dealing FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage in an Area after it dissipates.

Core Mods

  • Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 6) to (4 - 105) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 6 to 105 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Bolts target enemies within 1.8 metresBolts target enemies within 1.8 metres
  • 375% more chance to Shock375% more chance to Shock
  • Hits enemies in range every 0.2 secondsHits enemies in range every 0.2 seconds
  • Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (19 - 570) to (29 - 856) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 570 to 856 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    -Infused explosion radius is 2.6 metres
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
    Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
  • Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (22 - 744) to (33 - 1116) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 744 to 1116 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds

q20: Bolts target enemies within (0 - 0.4) metresBolts target enemies within (0 - 0.4) metresBolts target enemies within 0.4 metresBolts target enemies within 0.4 metres

GGPK Mechanics

Explosive Spear

Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable

Skill

Lv. 1+
Explosive Spear

ProjectileProjectilesFromUserAttackAreaUsableWhileMovingSpearBarrageable

Explosive Spear skill icon

Req: Level 1+Level 1+

Hurl a single payload SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that pierces through enemies and lodges in terrain where it lands. The SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
will explode at the end of its Detonation TimeDetonation Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Hurl a single payload SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that pierces through enemies and lodges in terrain where it lands. The SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
will explode at the end of its Detonation TimeDetonation Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Limit (1 - 3) lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit (1 - 3) lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit 3 lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    Limit 3 lodged SpearsSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
  • Pierces all TargetsPierces all Targets
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Number of Projectiles cannot be modifiedNumber of Projectiles cannot be modified
  • Detonation TimeDetonation Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
    Detonation TimeDetonation Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • Explosion radius is 2.8 metresExplosion radius is 2.8 metres
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Explosion length is (4 - 5.9) metresExplosion length is (4 - 5.9) metresExplosion length is 5.9 metresExplosion length is 5.9 metres
  • Explosion width is 1.5 metresExplosion width is 1.5 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    Ignites enemies as though dealing the explosion's damage
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    Ignites enemies as though dealing the explosion's damage
  • 100% increased Ignite Magnitude100% increased Ignite Magnitude

q20: +(0 - 0.4) metres to Explosion radius+(0 - 0.4) metres to Explosion radius+0.4 metres to Explosion radius+0.4 metres to Explosion radius

Quality Effect

  • +(0 - 0.4) metres to Explosion length+(0 - 0.4) metres to Explosion length+0.4 metres to Explosion length+0.4 metres to Explosion length

GGPK Mechanics

Incinerate

Spell · Damage · Totemable · Fire · Channel · Area · AreaSpell

Skill

Lv. 32+
Incinerate

SpellDamageTotemableFireChannelAreaAreaSpell

Incinerate skill icon

Req: Level 32+Level 32+

Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
from your hand, IgnitingIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in front of you. The flames grow stronger the longer you ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to also create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Cannot gain fuel while using this skill.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
from your hand, IgnitingIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in front of you. The flames grow stronger the longer you ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to also create Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Cannot gain fuel while using this skill.

Core Mods

  • Deals (2 - 83) to (4 - 124) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals (2 - 83) to (4 - 124) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals 83 to 124 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals 83 to 124 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
  • Cone length is 5.8 metresCone length is 5.8 metres
  • IgnitesIgniting

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
    The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    from a single use of this Skill Compound if not from Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    IgnitesIgniting

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
    The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    from a single use of this Skill Compound if not from Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
  • Deals (1.7 - 57.6) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage per second
    Deals (1.7 - 57.6) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage per second
    Deals 57.6 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage per second
    Deals 57.6 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage per second
  • Gains (2 - 7) milliseconds of fuel per Mana spentGains (2 - 7) milliseconds of fuel per Mana spentGains 7 milliseconds of fuel per Mana spentGains 7 milliseconds of fuel per Mana spent
  • Can store up to 5 seconds of fuelCan store up to 5 seconds of fuel
  • Deals (24 - 829) to (36 - 1243) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals (24 - 829) to (36 - 1243) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals 829 to 1243 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
    Deals 829 to 1243 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgniting .
    Damage
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, IgnitingIgniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 8 seconds

q20: (0 - 20)% more IgniteIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
duration
(0 - 20)% more IgniteIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
duration
20% more IgniteIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
duration
20% more IgniteIgniting

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites.
The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
duration

GGPK Mechanics

Oil Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 32+
Oil Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Oil Grenade skill icon

Req: Level 32+Level 32+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
  • Projectiles cannot ForkProjectiles cannot Fork
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Detonation Time is 1.6 secondsDetonation Time is 1.6 seconds
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Spear of Solaris

Attack · Area · Projectile · Fire · RangedAttack · Spear · Sustained

Skill

Lv. 53+
Spear of Solaris

AttackAreaProjectileFireRangedAttackSpearSustained

Spear of Solaris skill icon

Req: Level 53+Level 53+

Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by inflicting FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
on enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Modifiers to number of ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired do not apply to this skill.
Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by inflicting FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
or IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
on enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Modifiers to number of ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired do not apply to this skill.

Core Mods

  • Impact radius is 2 metresImpact radius is 2 metres
  • Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Can't be EvadedCan't be Evaded
  • Converts 75% of Physical damage to Fire damageConverts 75% of Physical damage to Fire damage
  • +1.4 seconds to Total Attack Time+1.4 seconds to Total Attack Time
  • Pulse radius is 2 metresPulse radius is 2 metres
  • Ground spear pulses every 0.2 seconds, up to 20 timesGround spear pulses every 0.2 seconds, up to 20 times
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
  • Gains Radius over the Ground SpearSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    's lifetime, up to 100% more at the end of the SpearSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    's lifetime
    Gains Radius over the Ground SpearSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    's lifetime, up to 100% more at the end of the SpearSpear

    Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
    Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
    's lifetime
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 25)% chance to retain 40% of GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
on use
(0 - 25)% chance to retain 40% of GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
on use
25% chance to retain 40% of GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
on use
25% chance to retain 40% of GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
on use

GGPK Mechanics

Walking Calamity

Attack · Buff · Duration · UsableWhileMoving · HasUsageCondition · Shapeshift · Bear

Skill

Lv. 53+
Walking Calamity

AttackBuffDurationUsableWhileMovingHasUsageConditionShapeshiftBear

Walking Calamity skill icon

Req: Level 53+Level 53+

Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
while already at maximum RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you GainGain

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage and RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
regeneration. This Skill's effects are suppressed if you leave Bear formBear

Shapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 RageRage you spend
, but will resume if you return to Bear formBear

Shapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 RageRage you spend
before the duration expires.
Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
while already at maximum RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you GainGain

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage and RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
regeneration. This Skill's effects are suppressed if you leave Bear formBear

Shapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 RageRage you spend
, but will resume if you return to Bear formBear

Shapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 RageRage you spend
before the duration expires.

Core Mods

  • Trigger a Meteor every 0.15 secondsTrigger a Meteor every 0.15 seconds
  • A large Meteor falls every 15 MeteorsA large Meteor falls every 15 Meteors
  • Meteors fall in 8 metre radiusMeteors fall in 8 metre radius
  • Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%Meteors Trigger 50% more frequently for each additional enemy in radius, up to 200%
  • Large meteors can target a single enemy only once every 2 secondsLarge meteors can target a single enemy only once every 2 seconds
  • Buff duration is 10 secondsBuff duration is 10 seconds
  • Buff grants 5 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    regenerated per second
    Buff grants 5 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    regenerated per second
  • Buff grants 30% of damage Gained as FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage
    Buff grants 30% of damage Gained as FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage
  • Requires 50 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 50 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Impact radius is 0.8 metresImpact radius is 0.8 metres
  • Converts 100% of Physical damage to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage
    Converts 100% of Physical damage to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage
  • Impact radius is 1.4 metresImpact radius is 1.4 metres
  • Ignited Ground duration is 5 secondsIgnited Ground duration is 5 seconds

q20: Buff grants +(0 - 10)% of damage Gained as FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage
Buff grants +(0 - 10)% of damage Gained as FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage
Buff grants +10% of damage Gained as FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage
Buff grants +10% of damage Gained as FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
damage

GGPK Mechanics

Burning Inscription

Support

Support

Lv. 1+
Burning Inscription
Burning Inscription skill icon

Supports any Skill which creates Runic InscriptionsRunic Inscriptions

Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
when Cast, causing those Runic InscriptionsRunic Inscriptions

Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
based off of your Maximum Mana.
Supports any Skill which creates Runic InscriptionsRunic Inscriptions

Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
when Cast, causing those Runic InscriptionsRunic Inscriptions

Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited GroundIgnited Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
based off of your Maximum Mana.

Core Mods

  • Supported Skills trigger Burning Inscription after their Runic InscriptionsRunic Inscriptions

    Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
    expire
    Supported Skills trigger Burning Inscription after their Runic InscriptionsRunic Inscriptions

    Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
    expire
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
  • Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds
    Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 4 seconds
  • Create Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    , Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana
    Create Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    , Igniting enemies as though dealing Fire Damage equal to 20% of your Maximum Mana

Ground effect

Chilled Ground

Effect

A named cold ground state. Its selected GGPK skill cards provide the exact creating and interaction text.

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.

Summary: client description unavailable.

GGPK Mechanics

Ice Nova

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
Ice Nova

SpellDamageAreaTrappableTotemableMineableMulticastable

Ice Nova skill icon

Req: Level 1+Level 1+

Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
Conjure a wave of ice in all directions, Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can ConsumeConsumes Infusions specifically mention the type(s) of Infusion they can ConsumeConsumes and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsumes an Infusion separately to gain the effect.
if possible to leave a patch of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (6 - 131) to (8 - 196) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 131 to 196 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Nova radius is 3.2 metresNova radius is 3.2 metres
  • (100 - 157)% more Magnitude of Chill inflicted(100 - 157)% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (15 - 448) to (22 - 672) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 448 to 672 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
    Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds

q20: (0 - 20)% more Damage with Hits against Enemies that are Chilled(0 - 20)% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled20% more Damage with Hits against Enemies that are Chilled

GGPK Mechanics

Arctic Howl

Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill

Skill

Lv. 15+
Arctic Howl

WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill

Arctic Howl skill icon

Req: Level 15+Level 15+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WerewolfWerewolf

ShapeshiftShapeshift into a Werewolf to draw power from the ColdCold light of the moon, leading your pack with rabid Attacks .
While in Werewolf form, you drop to all fours after moving for a short time, gaining 30% increased movement speed when not Sprinting.
and let out an icy howl that damages enemies and FreezesFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
PrimedPrimed

Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
enemies. If an enemy is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
or a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreezes buildup.
enemy is HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, this Skill EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your attacks with added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage, causes EmpoweredEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Slams to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
, and grants your AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
added ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Warcry radius is 5.5 metresWarcry radius is 5.5 metres
  • Buff duration is 8 secondsBuff duration is 8 seconds
  • Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    (1 - 37) to (2 - 56) added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
    Buff grants AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    37 to 56 added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage to Attacks
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal (4 - 121) to (5 - 186) additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks deal 121 to 186 additional ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    damage
  • Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
    Cannot cause FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    Buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
    enemies that are PrimedPrimed

    Normal enemies are Primed for FreezeFreezes when they have at least 40% FreezeFreezes buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
    for FreezeFreezes

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
  • EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
    EmpowersEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    one Attack per 5 enemy Power in range, counting up to 50 Power
  • Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals (5 - 186) to (8 - 279) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage
    Deals 186 to 279 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up FreezeFreezes , but cannot build up Heavy Stun .
    Damage

q20: Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
(0 - 20)% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup
Buff grants AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
20% increased FreezeFreezes

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
buildup

GGPK Mechanics

Fangs of Frost

Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried

Skill

Lv. 7+
Fangs of Frost

AttackMeleeSingleTargetMeleeAreaSpearColdSkillConsumesParried

Fangs of Frost skill icon

Req: Level 7+Level 7+

Perform an icy stab that exploits enemies who are already off balance. Hitting a ParriedParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
target ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
Perform an icy stab that exploits enemies who are already off balance. Hitting a ParriedParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
target ConsumesConsumes

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • (100 - 157)% more Magnitude of Chill inflicted(100 - 157)% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted157% more Magnitude of Chill inflicted
  • +0.4 metres to Melee Strike Range+0.4 metres to Melee Strike Range
  • (100 - 157)% more Freeze Buildup(100 - 157)% more Freeze Buildup157% more Freeze Buildup157% more Freeze Buildup
  • Converts 80% of Physical damage to Cold damageConverts 80% of Physical damage to Cold damage
  • Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 2.2 metres
    Explosion and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius are 2.2 metres
  • (200 - 314)% more Magnitude of Chill inflicted(200 - 314)% more Magnitude of Chill inflicted314% more Magnitude of Chill inflicted314% more Magnitude of Chill inflicted
  • (200 - 314)% more Freeze Buildup(200 - 314)% more Freeze Buildup314% more Freeze Buildup314% more Freeze Buildup
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage

q20: (0 - 15)% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
(0 - 15)% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
15% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
15% chance to not consume Parried DebuffParried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.

GGPK Mechanics

His Dark Horizon

Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving

Skill

Lv. 1+
His Dark Horizon

SpellBuffCooldownColdInstantNoRepeatWhenHeldInstantShiftAttackForLeftMouseUsableWhileMoving

His Dark Horizon skill icon

Req: Level 1+Level 1+

DNT-UNUSED Create a storm of deathly energies that EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your Mana-costing Spells with ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
. Enemies that enter the eye of the storm are BlindedBlinded

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
DNT-UNUSED Create a storm of deathly energies that EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your Mana-costing Spells with ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
. Enemies that enter the eye of the storm are BlindedBlinded

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • 30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain (40 - 78)% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain (40 - 78)% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 78% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 78% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 0% of damage as Lightning Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 0% of damage as Lightning Damage
  • Deals (13 - 394) to (20 - 591) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (13 - 394) to (20 - 591) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 394 to 591 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 394 to 591 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 2 metres
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 2 metres
  • Does not Hit, but Chills enemies as though Hitting themDoes not Hit, but Chills enemies as though Hitting them
  • Gains +20% more Radius per second, up to a maximum of +200%Gains +20% more Radius per second, up to a maximum of +200%
  • Deals (14 - 447) to (21 - 671) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (14 - 447) to (21 - 671) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 447 to 671 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 447 to 671 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • (40 - 59)% more Freeze Buildup(40 - 59)% more Freeze Buildup59% more Freeze Buildup59% more Freeze Buildup

GGPK Mechanics

Navira's Fracturing

Area · Spell · Cold · Damage · Cooldown · AttackInPlace

Skill

Lv. 1+
Navira's Fracturing

AreaSpellColdDamageCooldownAttackInPlace

Navira's Fracturing skill icon

Req: Level 1+Level 1+

CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Navira to fracture all nearby areas of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
that have enemies standing on them, doing high Spell damage with extreme FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
potential.
CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Navira to fracture all nearby areas of Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
that have enemies standing on them, doing high Spell damage with extreme FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
potential.

Core Mods

  • Deals 44 to 66 Cold DamageDeals 44 to 66 Cold Damage
  • Fractures Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    within 6 metres
    Fractures Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    within 6 metres
  • Chills Enemies as though dealing 200% more damageChills Enemies as though dealing 200% more damage
  • 200% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    200% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup

q20: Chills Enemies as though dealing (0 - 40)% more damageChills Enemies as though dealing (0 - 40)% more damageChills Enemies as though dealing 40% more damageChills Enemies as though dealing 40% more damage

Quality Effect

  • (0 - 40)% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    (0 - 40)% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    40% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    40% more FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup

GGPK Mechanics

Navira's Oasis

Area · Spell · Duration · Buff · Cooldown · AttackInPlace

Skill

Lv. 1+
Navira's Oasis

AreaSpellDurationBuffCooldownAttackInPlace

Navira's Oasis skill icon

Req: Level 1+Level 1+

CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Navira to turn nearby Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
into Navira's Oasis, a mirage which grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
standing in it FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges and damage RecoupedRecouped

When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
as Life and Mana. PlantsPlants

Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
in the area become Overgrown.
CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Navira to turn nearby Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
into Navira's Oasis, a mirage which grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
standing in it FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges and damage RecoupedRecouped

When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
as Life and Mana. PlantsPlants

Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
in the area become Overgrown.

Core Mods

  • Converts Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    within 8 metres
    Converts Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    within 8 metres
  • Oasis duration is 15 secondsOasis duration is 15 seconds
  • Oasis grants (30 - 80)% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Oasis grants (30 - 80)% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Oasis grants 80% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Oasis grants 80% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
  • Oasis grants (20 - 50)% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Oasis grants (20 - 50)% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Oasis grants 50% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Oasis grants 50% of damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
  • Oasis grants 0.5 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Oasis grants 0.5 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second

q20: Oasis grants (0 - 0.2) FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Oasis grants (0 - 0.2) FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Oasis grants 0.2 FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second
Oasis grants 0.2 FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges per second

GGPK Mechanics

The Stars Answer

Spell · Buff · Duration · UsableWhileMoving · Area · Cold · Physical

Skill

Lv. 1+
The Stars Answer

SpellBuffDurationUsableWhileMovingAreaColdPhysical

The Stars Answer skill icon

Req: Level 1+Level 1+

Leash the stars themselves by leveraging your vast magical power, repeatedly TriggeringTriggering

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Leash the stars themselves by leveraging your vast magical power, repeatedly TriggeringTriggering

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

Core Mods

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already activeCannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 metresTargeting radius is 8 metres
  • Triggers Starfall every 0.3 seconds, targeting enemies if ableTriggers Starfall every 0.3 seconds, targeting enemies if able
  • 50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%50% increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200%
  • Starfall creates a large star every 15 times TriggeredStarfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 secondsStarfall cannot cannot target the same enemy with large stars more than once every 2 seconds
  • Deals (5 - 240) to (7 - 361) Cold DamageDeals (5 - 240) to (7 - 361) Cold DamageDeals 240 to 361 Cold DamageDeals 240 to 361 Cold Damage
  • Deals (5 - 240) to (7 - 361) Physical DamageDeals (5 - 240) to (7 - 361) Physical DamageDeals 240 to 361 Physical DamageDeals 240 to 361 Physical Damage
  • Impact radius is 0.8 metresImpact radius is 0.8 metres
  • Deals (7 - 361) to (11 - 541) Cold DamageDeals (7 - 361) to (11 - 541) Cold DamageDeals 361 to 541 Cold DamageDeals 361 to 541 Cold Damage
  • Deals (7 - 361) to (11 - 541) Physical DamageDeals (7 - 361) to (11 - 541) Physical DamageDeals 361 to 541 Physical DamageDeals 361 to 541 Physical Damage
  • Impact radius is 1.4 metresImpact radius is 1.4 metres
  • Chilled Ground duration is 5 secondsChilled Ground duration is 5 seconds

q20: (0 - 20)% increased Area of Effect(0 - 20)% increased Area of Effect20% increased Area of Effect20% increased Area of Effect

GGPK Mechanics

Creeping Chill

Support

Support

Lv. 1+
Creeping Chill
Creeping Chill skill icon

Supports any Skill that creates Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
, causing that Skill to ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
around the Crystal.
Supports any Skill that creates Ice CrystalsIce Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
, causing that Skill to ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to create Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
around the Crystal.

Core Mods

  • ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    a Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to Trigger Creeping Chill on an Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    created by Supported Skills
    ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    a Power ChargePower Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    to Trigger Creeping Chill on an Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    created by Supported Skills
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 1.2 metres
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 1.2 metres
  • Created Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    Chills as though dealing damage equal to 100% of the Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    's maximum Life
    Created Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    Chills as though dealing damage equal to 100% of the Ice CrystalIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path.
    Skills which ConsumeConsume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    's maximum Life
  • Gains +50% more Radius per second, up to a maximum of +300%Gains +50% more Radius per second, up to a maximum of +300%

Ground effect

Shocked Ground

Effect

A named lightning ground state. Its selected GGPK skill cards provide the exact creating and interaction text.

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.

Summary: client description unavailable.

GGPK Mechanics

Lightning Warp

Spell · Damage · Area · Duration · Trappable · Totemable · Mineable

Skill

Lv. 32+
Lightning Warp

SpellDamageAreaDurationTrappableTotemableMineable

Lightning Warp skill icon

Req: Level 32+Level 32+

Target an enemy to either teleport inside the target's body if they are under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold during its duration. Can also be used on Ball LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
. On teleport, the target is destroyed, and the explosion deals LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
. Creates a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
on successful use. Highlights enemies that can be Culled.
Target an enemy to either teleport inside the target's body if they are under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the CullCull

Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
threshold during its duration. Can also be used on Ball LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
. On teleport, the target is destroyed, and the explosion deals LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
. Creates a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
InfusionInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
on successful use. Highlights enemies that can be Culled.

Core Mods

  • Deals (2 - 54) to (30 - 1032) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (2 - 54) to (30 - 1032) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 54 to 1032 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 54 to 1032 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Explosion and Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius are 3 metres
    Explosion and Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius are 3 metres
  • Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds

q20: (0 - 10)% increased Magnitude of Shock inflicted(0 - 10)% increased Magnitude of Shock inflicted10% increased Magnitude of Shock inflicted10% increased Magnitude of Shock inflicted

GGPK Mechanics

Gathering Storm

Attack · Channel · Travel · PerfectTiming · Lightning · Area · Melee

Skill

Lv. 53+
Gathering Storm

AttackChannelTravelPerfectTimingLightningAreaMelee

Gathering Storm skill icon

Req: Level 53+Level 53+

Flip backward and ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
to charge your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
. Releasing causes you to dash towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.
Flip backward and ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
to charge your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
with LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
. Releasing causes you to dash towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.

Core Mods

  • +1 metres to Melee Strike Range+1 metres to Melee Strike Range
  • Converts 20% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 20% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • +0.8 seconds to Total Attack Time+0.8 seconds to Total Attack Time
  • Converts 70% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 70% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Shockwave radius is 2.2 metresShockwave radius is 2.2 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Shockwave radius is 3.2 metres Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is 3.2 metres
    Shockwave radius is 3.2 metres Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is 3.2 metres

q20: (0 - 20)% longer Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
window
(0 - 20)% longer Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
window
20% longer Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
window
20% longer Perfect TimingPerfect Timing

Certain ChannellingChannel skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
window

GGPK Mechanics

Skeletal Storm Mage

Minion · MinionsCanExplode · CreatesMinion · CreatesUndeadMinion · CreatesSkeletonMinion · HasReservation · Persistent

Skill

Lv. 42+
Skeletal Storm Mage

MinionMinionsCanExplodeCreatesMinionCreatesUndeadMinionCreatesSkeletonMinionHasReservationPersistent

Skeletal Storm Mage skill icon

Req: Level 42+Level 42+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
.
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
.

Core Mods

  • Deals 10 to 59 Lightning DamageDeals 10 to 59 Lightning Damage
  • Bolt explosion radius is 2 metresBolt explosion radius is 2 metres
  • Shocked Ground radius is 2 metresShocked Ground radius is 2 metres
  • Shocked Ground duration is 6 secondsShocked Ground duration is 6 seconds

q20: Minions gain (0 - 20)% of their maximum Life as Extra maximum Energy ShieldMinions gain (0 - 20)% of their maximum Life as Extra maximum Energy ShieldMinions gain 20% of their maximum Life as Extra maximum Energy ShieldMinions gain 20% of their maximum Life as Extra maximum Energy Shield

GGPK Mechanics

Storm Lance

Projectile · ProjectilesFromUser · Lightning · Damage · Attack · Area · UsableWhileMoving

Skill

Lv. 15+
Storm Lance

ProjectileProjectilesFromUserLightningDamageAttackAreaUsableWhileMoving

Storm Lance skill icon

Req: Level 15+Level 15+

Throw an electrified SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that lodges in the ground and periodically zaps nearby enemies with LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
bolts. If the SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
is DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
on Detonation.
Throw an electrified SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
that lodges in the ground and periodically zaps nearby enemies with LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
bolts. If the SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
is DetonatedDetonated

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
on Detonation.

Core Mods

  • Pierces all TargetsPierces all Targets
  • Converts 30% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 30% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Fires bolts at enemies within a 3 metre radiusFires bolts at enemies within a 3 metre radius
  • Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • Lodged spear duration is 1.5 secondsLodged spear duration is 1.5 seconds
  • Fires a bolt every 0.2 secondsFires a bolt every 0.2 seconds
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • Fires bolts at enemies within a 2 metre radiusFires bolts at enemies within a 2 metre radius
  • Limit 3 lodged spearsLimit 3 lodged spears
  • Lodged spear duration is 6 secondsLodged spear duration is 6 seconds
  • Bolts Chain to (4 - 6) enemiesBolts Chain to (4 - 6) enemiesBolts Chain to 6 enemiesBolts Chain to 6 enemies
  • Fires a bolt every 0.8 secondsFires a bolt every 0.8 seconds
  • Fires 16 boltsFires 16 bolts

q20: Limit (0 - 1) lodged spearLimit (0 - 1) lodged spearLimit 1 lodged spearLimit 1 lodged spear

GGPK Mechanics

Thunderous Leap

Attack · Area · Travel · Spear · Jumping · Slam · Lightning

Skill

Lv. 32+
Thunderous Leap

AttackAreaTravelSpearJumpingSlamLightning

Thunderous Leap skill icon

Req: Level 32+Level 32+

Leap into the air and plunge your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
into the ground at the target location, emitting a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
-charged shockwave.
Leap into the air and plunge your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
into the ground at the target location, emitting a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
-charged shockwave.

Core Mods

  • Shockwave radius is 2.5 metresShockwave radius is 2.5 metres
  • 100% more chance to Shock100% more chance to Shock
  • Converts 70% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    Converts 70% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • +1.1 seconds to Total Attack Time+1.1 seconds to Total Attack Time

q20: (0 - 30)% chance to leave Shocked Ground when Detonating SpearsSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
(0 - 30)% chance to leave Shocked Ground when Detonating SpearsSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
30% chance to leave Shocked Ground when Detonating SpearsSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
30% chance to leave Shocked Ground when Detonating SpearsSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.

GGPK Mechanics

Vivid Stampede

Area · Lightning · Attack · Triggered · InbuiltTrigger · Triggerable · Instant

Skill

Lv. 1+
Vivid Stampede

AreaLightningAttackTriggeredInbuiltTriggerTriggerableInstant

Vivid Stampede skill icon

Req: Level 1+Level 1+

Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
.
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • Shockwave radius is 2 metresShockwave radius is 2 metres
  • Stags leap 4 timesStags leap 4 times
  • Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 4 seconds
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    duration is 4 seconds
  • Triggered when you Attack, creating one Stag per Vivid WispTriggered when you Attack, creating one Stag per Vivid Wisp
  • 50% more chance to Shock50% more chance to Shock
  • Converts 60% of Physical damage to Lightning damageConverts 60% of Physical damage to Lightning damage

q20: Shockwave radius is (0 - 0.5) metresShockwave radius is (0 - 0.5) metresShockwave radius is 0.5 metresShockwave radius is 0.5 metres

GGPK Mechanics

Charged Mark

Support

Support

Lv. 1+
Charged Mark
Charged Mark skill icon

Supports MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
Skills, causing them to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Charged MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
when they are ActivatedActivated

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
. Charged MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
at the target's location.
Supports MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
Skills, causing them to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Charged MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
when they are ActivatedActivated

MarksMark all have a condition that makes them Activate.
When a MarkMark Activates, it will cause an extra effect and then be Consumed .
. Charged MarkMark

Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
creates Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
at the target's location.

Core Mods

  • Supported MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
    Skills TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Charged MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
    when they are ActivatedActivated

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
    Supported MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
    Skills TriggerTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Charged MarkMark

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be ActivatedActivated when specific conditions occur, which will cause some extra effect and then Consume the Mark.
    when they are ActivatedActivated

    MarksMark all have a condition that makes them Activate.
    When a MarkMark Activates, it will cause an extra effect and then be Consumed .
  • Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is (1.4 - 2.3) metres
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is (1.4 - 2.3) metres
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is 2.3 metres
    Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    radius is 2.3 metres
  • Creates Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    with a 6 second duration
    Creates Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    with a 6 second duration

GGPK Mechanics

Shocking Leap

Support

Support

Lv. 1+
Shocking Leap
Shocking Leap skill icon

Supports Skills that leap into the air and deal damage, causing them to create Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
the first time they Critically HitCritically Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
an enemy.
Supports Skills that leap into the air and deal damage, causing them to create Shocked GroundShocked Ground

Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
the first time they Critically HitCritically Hit

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
an enemy.

Core Mods

  • Supported Skills create Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    for 4 seconds when they Critically HitCritically Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    , no more than once per Skill use Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    created this way has a radius of 2 metres
    Supported Skills create Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    for 4 seconds when they Critically HitCritically Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    , no more than once per Skill use Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    created this way has a radius of 2 metres

Ground effect

Consecrated Ground

Effect

Grants Life Regeneration, and reduces the effect of Curses on you.

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.

GGPK Mechanics

Consecrate

Spell · Duration · Triggerable · Area · AreaSpell · Nova · Cascadable

Skill

Lv. 1+
Consecrate

SpellDurationTriggerableAreaAreaSpellNovaCascadable

Consecrate skill icon

Req: Level 1+Level 1+

Create an area of Consecrated GroundConsecrated Ground

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
around you.
Create an area of Consecrated GroundConsecrated Ground

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
around you.

Core Mods

  • Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    radius is 2.2 metres
    Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    radius is 2.2 metres
  • Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    duration is 8 seconds
    Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    duration is 8 seconds
  • (0 - 38)% increased Effect of Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    (0 - 38)% increased Effect of Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    38% increased Effect of Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    38% increased Effect of Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.

q20: (0 - 10)% increased Cast Speed(0 - 10)% increased Cast Speed10% increased Cast Speed10% increased Cast Speed

GGPK Mechanics

Holy Descent

Support

Support

Lv. 1+
Holy Descent
Holy Descent skill icon

Supports Skills that leap into the air, causing them to create Consecrated GroundConsecrated Ground

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
when you land.
Supports Skills that leap into the air, causing them to create Consecrated GroundConsecrated Ground

You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
when you land.

Core Mods

  • Supported Skills create Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    for 4 seconds on landing
    Supported Skills create Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    for 4 seconds on landing
  • Supported Skills create Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    in an area of 2.2 metres
    Supported Skills create Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    in an area of 2.2 metres

Ground effect

Desecrated Ground

Effect

You are taking Chaos Damage while standing on Desecrated Ground

Ground effect

Caustic Ground

Effect

You are taking Chaos Damage from standing in Caustic Ground

Ground effect

Tarred Ground

Effect

Your movement speed is reduced while standing in tar

Sources and reference

Overview

Game Mechanics: Ground Effects

  • Named ground states from BuffDefinitions, paired with exact GGPK skills that create or interact with them.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Ground Effects: GGPK-owned review

7 exact definitions · 7 presentations

Current client 4.5.5.1: 25 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Hybrid provenance

Reference tables

Ground Effects

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Ground Effects

MechanicGGPK definitionExact sources
Ignited GroundA named fire ground state. Its selected GGPK skill cards provide the exact creating and interaction text.BuffDefinitions row 180 ignited_ground
Chilled GroundA named cold ground state. Its selected GGPK skill cards provide the exact creating and interaction text.BuffDefinitions row 182 chilled_ground
Shocked GroundA named lightning ground state. Its selected GGPK skill cards provide the exact creating and interaction text.BuffDefinitions row 245 shocked_ground
Consecrated GroundGrants Life Regeneration, and reduces the effect of Curses on you.BuffDefinitions row 221 ground_consecration
Desecrated GroundYou are taking Chaos Damage while standing on Desecrated GroundBuffDefinitions row 220 ground_desecration
Caustic GroundYou are taking Chaos Damage from standing in Caustic GroundBuffDefinitions row 480 caustic_cloud
Tarred GroundYour movement speed is reduced while standing in tarBuffDefinitions row 183 ground_tar_slow

Ground Effects

#

Buff

Onslaught

Effect

You have 20% increased Skill Speed and 10% increased movement speed

Onslaught grants 20% increased Skill Speed and 10% increased movement speed.

Unless specified, Onslaught lasts 4 seconds.

GGPK Mechanics

Savage Fury

Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace

Skill

Lv. 11+
Savage Fury

BuffOngoingSkillHasReservationPersistentAttackInPlace

Savage Fury skill icon

Req: Level 11+Level 11+

While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and OnslaughtOnslaught

Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
Unless specified, Onslaught lasts 4 seconds.
but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and OnslaughtOnslaught

Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
Unless specified, Onslaught lasts 4 seconds.
but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.

Core Mods

  • Gain 1 Fury on Attack Hit, no more than once per Skill useGain 1 Fury on Attack Hit, no more than once per Skill use
  • 20 maximum Fury20 maximum Fury
  • Buff duration is 0.5 seconds per FuryBuff duration is 0.5 seconds per Fury
  • Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
    Unless specified, Onslaught lasts 4 seconds.
    and (20 - 29)% more damage
    Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
    Unless specified, Onslaught lasts 4 seconds.
    and (20 - 29)% more damage
    Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
    Unless specified, Onslaught lasts 4 seconds.
    and 29% more damage
    Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
    Unless specified, Onslaught lasts 4 seconds.
    and 29% more damage
  • Buff causes you to lose 3% of maximum Life per secondBuff causes you to lose 3% of maximum Life per second

q20: Buff grants (0 - 5)% more damageBuff grants (0 - 5)% more damageBuff grants 5% more damageBuff grants 5% more damage

GGPK Mechanics

Starborn Onslaught

Attack · Area · Slam · Cold · Physical · CreatesFissure · Duration

Skill

Lv. 1+
Starborn Onslaught

AttackAreaSlamColdPhysicalCreatesFissureDuration

Starborn Onslaught skill icon

Req: Level 1+Level 1+

Build up GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by FreezingFreezing

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
or ChillingChilling

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may jump backwards loosing your MaceMace

Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
with the force of a falling comet onto your target. The impact releases FissuresFissures

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
and causes stars to fall in the area for a brief period.
Build up GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by FreezingFreezing

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
or ChillingChilling

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may jump backwards loosing your MaceMace

Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
with the force of a falling comet onto your target. The impact releases FissuresFissures

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
and causes stars to fall in the area for a brief period.

Core Mods

  • Impact radius is 2.5 metresImpact radius is 2.5 metres
  • +8 seconds to FissureFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
    duration
    +8 seconds to FissureFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
    duration
  • Calls down 20 StarsCalls down 20 Stars
  • Limit 8 FissuresFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
    Limit 8 FissuresFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
  • Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • FissuresFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
    branch 2 times
    FissuresFissures

    Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create Aftershocks .
    Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an Aftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This Aftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can Aftershock no more than once every 0.2 seconds.
    branch 2 times
  • Converts 70% of Physical damage to Cold damageConverts 70% of Physical damage to Cold damage
  • Creates 3 fissuresCreates 3 fissures
  • +1.2 seconds to Total Attack Time+1.2 seconds to Total Attack Time
  • Impact radius is 2 metresImpact radius is 2 metres
  • Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage

q20: Calls down (0 - 4) StarsCalls down (0 - 4) StarsCalls down 4 StarsCalls down 4 Stars

Buff

Guard

Effect

All damage from Hits is taken from this buff before your Life or Energy Shield.

GGPK Mechanics

Encase in Jade

Spell · Buff · Guard · Duration · Physical

Skill

Lv. 1+
Encase in Jade

SpellBuffGuardDurationPhysical

Encase in Jade skill icon

Req: Level 1+Level 1+

Consume all stacks of JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
to grant GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
based off your maximum Life for each JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed. You cannot gain JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
stacks while you have GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.
Consume all stacks of JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
to grant GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
based off your maximum Life for each JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed. You cannot gain JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
stacks while you have GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.

Core Mods

  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is (4 - 4.95) seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is (4 - 4.95) seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4.95 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4.95 seconds
  • Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 6% of your maximum life per JadeJade

    Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
    consumed
    Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 6% of your maximum life per JadeJade

    Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
    consumed

q20: Gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to (0 - 1)% of your maximum life per JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed
Gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to (0 - 1)% of your maximum life per JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed
Gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to 1% of your maximum life per JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed
Gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to 1% of your maximum life per JadeJade

Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
consumed

GGPK Mechanics

Fortifying Cry

Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical

Skill

Lv. 32+
Fortifying Cry

WarcryAreaDurationDamageConsumesChargesCooldownPhysical

Fortifying Cry skill icon

Req: Level 32+Level 32+

Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
that grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
and TriggersTriggers

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Perform a WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
that grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
and TriggersTriggers

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 4 metres
  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
  • Can TriggerTriggers

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Shield Wave once per 5 enemy Power in range, counting up to 50 Power
    Can TriggerTriggers

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Shield Wave once per 5 enemy Power in range, counting up to 50 Power
  • Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants 92 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
    Grants 92 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for every 5 enemy Power in range, counting up to 20 Power
  • This Attack is Triggered by Fortifying Cry and counts as Empowered by itThis Attack is Triggered by Fortifying Cry and counts as Empowered by it
  • Shockwave radius is 2 metresShockwave radius is 2 metres
  • Modifiers to Damage with WarcriesWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    affect this Skill
    Modifiers to Damage with WarcriesWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    affect this Skill
  • (3 - 85) to (5 - 128) Base Off Hand Physical Damage(3 - 85) to (5 - 128) Base Off Hand Physical Damage85 to 128 Base Off Hand Physical Damage85 to 128 Base Off Hand Physical Damage
  • 5 to 7 Added Physical Damage per 15 Armour on Shield5 to 7 Added Physical Damage per 15 Armour on Shield

q20: Shockwave radius is (0 - 0.4) metresShockwave radius is (0 - 0.4) metresShockwave radius is 0.4 metresShockwave radius is 0.4 metres

GGPK Mechanics

Hollow Shell

Spell · Buff · Area · Cascadable · Nova · Triggerable

Skill

Lv. 1+
Hollow Shell

SpellBuffAreaCascadableNovaTriggerable

Hollow Shell skill icon

Req: Level 1+Level 1+

Sacrifice your Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.
Sacrifice your Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
.

Core Mods

  • Pulse spends 100% of your Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64)% of Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (45 - 64)% of Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64% of Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats.
    You do not count as your own Ally.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 64% of Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
    Runic Ward constantly regenerates at a default rate of 5% per second.
    Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Pulse radius is (3 - 4) metresPulse radius is (3 - 4) metresPulse radius is 4 metresPulse radius is 4 metres
  • GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 6 seconds
  • Cannot affect the same target more than once every 6 secondsCannot affect the same target more than once every 6 seconds

q20: Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5)% of Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional (0 - 5)% of Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5% of Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent
Pulse grants GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
equal to an additional 5% of Runic WardRunic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
spent

GGPK Mechanics

Arbiter's Reach

Support

Support

Lv. 65+
Arbiter's Reach

Supports PersistentPersistent

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Buff Skills, causing you periodically grant GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
to allies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
while the Skill is active.
Supports PersistentPersistent

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Buff Skills, causing you periodically grant GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
to allies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
while the Skill is active.

Core Mods

  • Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active
    Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 10% of your maximum Life for 4 seconds, every 6 seconds while a Supported Skill is active

GGPK Mechanics

Mórrigan's Insight

Support

Support

Lv. 65+
Mórrigan's Insight

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, causing them to deal more damage and trigger Nature's Exchange when consuming FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
on enemies. Cannot support skills that ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, causing them to deal more damage and trigger Nature's Exchange when consuming FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
on enemies. Cannot support skills that ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
.

Core Mods

  • Supported Skills trigger Nature's Exchange when Consuming FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
    Supported Skills trigger Nature's Exchange when Consuming FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
  • Supported Skills cannot cause FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
    buildup
    Supported Skills cannot cause FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
    buildup
  • Supported Skills ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
    on enemies to deal 50% more Damage
    Supported Skills ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits Contributes to Freeze Buildup on enemies until they become Frozen .
    on enemies to deal 50% more Damage
  • Buff duration is 8 secondsBuff duration is 8 seconds
  • Grants (16 - 531) GuardGrants (16 - 531) GuardGrants 531 GuardGrants 531 Guard
  • Grants (3 - 106) to (5 - 159) Cold Thorns damageGrants (3 - 106) to (5 - 159) Cold Thorns damageGrants 106 to 159 Cold Thorns damageGrants 106 to 159 Cold Thorns damage

GGPK Mechanics

Vanguard I

Support

Support

Lv. 1+
Vanguard I
Vanguard I skill icon

Supports ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .
Skills, causing you to gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
on StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Enemies with the Supported Skill.
Supports ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .
Skills, causing you to gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
on StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Enemies with the Supported Skill.

Core Mods

  • Gain 2 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength when you StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    an Enemy Gain an additional 4 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength if Heavily StunningStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
    Gain 2 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength when you StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    an Enemy Gain an additional 4 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength if Heavily StunningStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds

GGPK Mechanics

Vanguard II

Support

Support

Lv. 1+
Vanguard II
Vanguard II skill icon

Supports ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .
Skills, causing you to gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
on StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Enemies with the Supported Skill.
Supports ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting Armour . While holding a Shield you have a chance to passively Block . Shields also grant a Skill that lets you Block incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block .
Skills, causing you to gain GuardGuard

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
on StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Enemies with the Supported Skill.

Core Mods

  • Gain 2 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength when you StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    an Enemy Gain an additional 6 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength if Heavily StunningStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds
    Gain 2 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength when you StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    an Enemy Gain an additional 6 GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    per ten Strength if Heavily StunningStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldShield until the buff expires or is depleted.
    You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    duration is 4 seconds

Buff

Blood Rage

Effect

Taking Physical Damage over time based on Life and Energy Shield, while increasing Attack Speed and Life Leech. Killing an enemy refreshes the buff duration and can grant a Frenzy Charge.

Buff

Convalescence

Effect

Energy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield.

GGPK Mechanics

Convalescence

Buff · OngoingSkill · HasReservation · Persistent · ReserveInAllSets · AttackInPlace

Skill

Lv. 10+
Convalescence

BuffOngoingSkillHasReservationPersistentReserveInAllSetsAttackInPlace

Convalescence skill icon

Req: Level 10+Level 10+

While active, grants a skill that you can use to instantly begin RechargingRecharging

Lost Energy ShieldEnergy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy ShieldEnergy Shield resets this delay, interrupting Recharge.
Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
and the skill cannot be used while Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
is full.
While active, grants a skill that you can use to instantly begin RechargingRecharging

Lost Energy ShieldEnergy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy ShieldEnergy Shield resets this delay, interrupting Recharge.
Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
and the skill cannot be used while Energy ShieldEnergy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
is full.

Core Mods

  • Must be active in both Weapon SetsMust be active in both Weapon Sets
  • Cooldown is 30 secondsCooldown is 30 seconds
  • Buff duration is (3 - 3.95) secondsBuff duration is (3 - 3.95) secondsBuff duration is 3.95 secondsBuff duration is 3.95 seconds
  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect

q20: Buff duration is (0 - 0.5) secondsBuff duration is (0 - 0.5) secondsBuff duration is 0.5 secondsBuff duration is 0.5 seconds

Sources and reference

Overview

Game Mechanics: Buffs

  • Common beneficial states whose player-facing description is owned by the current client.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Buffs: GGPK-owned review

4 exact definitions · 4 presentations

Current client 4.5.5.1: 10 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Buffs

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Buffs

MechanicGGPK definitionExact sources
OnslaughtYou have 20% increased Skill Speed and 10% increased movement speedBuffDefinitions row 227 onslaught
GuardAll damage from Hits is taken from this buff before your Life or Energy Shield.BuffDefinitions row 2148 guard_flask_damage_absorption
Blood RageTaking Physical Damage over time based on Life and Energy Shield, while increasing Attack Speed and Life Leech. Killing an enemy refreshes the buff duration and can grant a Frenzy Charge.BuffDefinitions row 14 blood_rage
ConvalescenceEnergy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield.BuffDefinitions row 2710 convalescence_energy_shield

Buffs

#

Debuff

Maimed

Effect

Reduced Evasion and movement speed Slowed.

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.

GGPK Mechanics

Artillery Ballista

ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving

Skill

Lv. 23+
Artillery Ballista

ProjectilesFromUserTrappableMineableSummonsTotemSummonsAttackTotemTotemsAreBallistaeUsableWhileMoving

Artillery Ballista skill icon

Req: Level 23+Level 23+

Deploy a BallistaBallista

Ballistas are a type of Totem that use Projectile Attacks .
Totem that rains down a salvo of PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
bolts.
Deploy a BallistaBallista

Ballistas are a type of Totem that use Projectile Attacks .
Totem that rains down a salvo of PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
bolts.

Core Mods

  • Totem gains +(0 - 75)% to all Elemental ResistancesTotem gains +(0 - 75)% to all Elemental ResistancesTotem gains +75% to all Elemental ResistancesTotem gains +75% to all Elemental Resistances
  • Totem gains +(0 - 35)% to Chaos ResistanceTotem gains +(0 - 35)% to Chaos ResistanceTotem gains +35% to Chaos ResistanceTotem gains +35% to Chaos Resistance
  • Limit 1 TotemLimit 1 Totem
  • Totem duration is 12 secondsTotem duration is 12 seconds
  • Bolt impact radius is 2.5 metresBolt impact radius is 2.5 metres
  • Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvoHits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo
  • Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
  • Pins Enemies as though dealing 600% more DamagePins Enemies as though dealing 600% more Damage
  • MaimMaiming

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit
    MaimMaiming

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit

q20: Pins Enemies as though dealing (0 - 200)% more DamagePins Enemies as though dealing (0 - 200)% more DamagePins Enemies as though dealing 200% more DamagePins Enemies as though dealing 200% more Damage

GGPK Mechanics

Azmerian Wolf

Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion

Skill

Lv. 1+
Azmerian Wolf

MinionCreatesMinionHasReservationPersistentPhysicalCompanionCreatesCompanion

Azmerian Wolf skill icon

Req: Level 1+Level 1+

Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
. It MaimsMaims

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
, or howl to inspire nearby allies.
Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on CommandCommand

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
. It MaimsMaims

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
, or howl to inspire nearby allies.

Core Mods

  • Summons 7 Spirit Wolves Wolves dash at enemies over 8 secondsSummons 7 Spirit Wolves Wolves dash at enemies over 8 seconds

q20: Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum LifeMinions have 20% more Maximum LifeMinions have 20% more Maximum Life

GGPK Mechanics

Cackling Companions

Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion

Skill

Lv. 1+
Cackling Companions

MinionHasReservationPersistentPhysicalCompanionCreatesCompanionCreatesMinion

Cackling Companions skill icon

Req: Level 1+Level 1+

Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.
Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.

Core Mods

  • Summons (6 - 9) HyenasSummons (6 - 9) HyenasSummons 9 HyenasSummons 9 Hyenas

q20: Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum LifeMinions have 20% more Maximum LifeMinions have 20% more Maximum Life

GGPK Mechanics

Rapid Assault

Attack · Melee · MeleeSingleTarget · Area · Spear · Physical · Duration

Skill

Lv. 15+
Rapid Assault

AttackMeleeMeleeSingleTargetAreaSpearPhysicalDuration

Rapid Assault skill icon

Req: Level 15+Level 15+

Perform a series of six rapid stabs. The final stab inflicts BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
and leaves a spearhead stuck in the target, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them for a duration. Detonator SkillsDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Perform a series of six rapid stabs. The final stab inflicts BleedingBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
Physical damage from Hits Contributes to Bleeding Magnitude .
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
and leaves a spearhead stuck in the target, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them for a duration. Detonator SkillsDetonator

Detonator Skills can cause flammable gas, Oil , explosives, and similar effects to explode on contact.
will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.

Core Mods

  • +0.6 metres to Melee Strike Range+0.6 metres to Melee Strike Range
  • Spearhead duration is 30 secondsSpearhead duration is 30 seconds
  • +1.2 metres to Melee Strike Range+1.2 metres to Melee Strike Range
  • Inflicts BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
    Inflicts BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Hit
  • Knocks Back EnemiesKnocks Back Enemies
  • Limit 5 Spearheads stuck in each TargetLimit 5 Spearheads stuck in each Target
  • Explosion radius is 2.4 metresExplosion radius is 2.4 metres

GGPK Mechanics

Spearfield

Attack · Area · Melee · Sustained · Spear · Hazard · Duration

Skill

Lv. 15+
Spearfield

AttackAreaMeleeSustainedSpearHazardDuration

Spearfield skill icon

Req: Level 15+Level 15+

Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them.

Core Mods

  • Spears emerge within a (4 - 6.9) metre length coneSpears emerge within a (4 - 6.9) metre length coneSpears emerge within a 6.9 metre length coneSpears emerge within a 6.9 metre length cone
  • Spear duration is 10 secondsSpear duration is 10 seconds
  • Maximum 70 active spearsMaximum 70 active spears
  • Creates 1 Spear per 0.2 metres of RadiusCreates 1 Spear per 0.2 metres of Radius
  • Explosion radius is 0.6 metresExplosion radius is 0.6 metres

q20: Hazards created by this Skill have (0 - 10)% chance to rearm after they are triggeredHazards created by this Skill have (0 - 10)% chance to rearm after they are triggeredHazards created by this Skill have 10% chance to rearm after they are triggeredHazards created by this Skill have 10% chance to rearm after they are triggered

GGPK Mechanics

Trail of Caltrops

HasReservation · OngoingSkill · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · GeneratesEnergy · Triggers

Skill

Lv. 27+
Trail of Caltrops

HasReservationOngoingSkillPersistentBuffCanHaveMultipleOngoingSkillInstancesGeneratesEnergyTriggers

Trail of Caltrops skill icon

Req: Level 27+Level 27+

While active, scatters caltrops in your wake when you dodge.While active, scatters caltrops in your wake when you dodge.

Core Mods

  • Scatters 3 caltrops when you dodgeScatters 3 caltrops when you dodge
  • Caltrop radius is 0.5 metresCaltrop radius is 0.5 metres
  • Caltrop duration is 8 secondsCaltrop duration is 8 seconds
  • Increases and reductions to Thorns Damage apply to Hit Damage with this skillIncreases and reductions to Thorns Damage apply to Hit Damage with this skill
  • Maim on HitMaim on Hit
  • (6 - 159) to (9 - 238) base Physical Damage(6 - 159) to (9 - 238) base Physical Damage159 to 238 base Physical Damage159 to 238 base Physical Damage

q20: +(0 - 5) to maximum number of Caltrops allowed+(0 - 5) to maximum number of Caltrops allowed+5 to maximum number of Caltrops allowed+5 to maximum number of Caltrops allowed

GGPK Mechanics

Wild Protector

Companion · Minion · CreatesMinion · HasReservation · Persistent · CreatesCompanion · AttackInPlace

Skill

Lv. 1+
Wild Protector

CompanionMinionCreatesMinionHasReservationPersistentCreatesCompanionAttackInPlace

Wild Protector skill icon

Req: Level 1+Level 1+

Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them, LeechesLeeches

Leech recovers an amount of Life , Mana , Energy Shield , or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit .
Only one instance of Leech for each resource can provide recovery at a time.
Life with its slam, and periodically roars to IntimidateIntimidate

Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
enemies. The Bear Spirit does not count toward your Companion limit.
Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
them, LeechesLeeches

Leech recovers an amount of Life , Mana , Energy Shield , or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit .
Only one instance of Leech for each resource can provide recovery at a time.
Life with its slam, and periodically roars to IntimidateIntimidate

Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
enemies. The Bear Spirit does not count toward your Companion limit.

q20: Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum LifeMinions have 20% more Maximum LifeMinions have 20% more Maximum Life

Quality Effect

  • Minions deal (0 - 20)% more damageMinions deal (0 - 20)% more damageMinions deal 20% more damageMinions deal 20% more damage

GGPK Mechanics

Brambleslam

Support

Support

Lv. 1+
Brambleslam
Brambleslam skill icon

Supports Slam Skills, making them TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Brambles to create Hazardous brambles which damage and MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies. Does not modify Skills used by Minions or Totems.
Supports Slam Skills, making them TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
Brambles to create Hazardous brambles which damage and MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies. Does not modify Skills used by Minions or Totems.

Core Mods

  • Supported Slams create 3 BramblesSupported Slams create 3 Brambles
  • Bramble radius is 1 metreBramble radius is 1 metre
  • Bramble duration is 8 secondsBramble duration is 8 seconds
  • Attack Damage of this skill is 35% of Default Attack DamageAttack Damage of this skill is 35% of Default Attack Damage
  • Increases and reductions to Thorns Damage apply to Hit Damage with this skillIncreases and reductions to Thorns Damage apply to Hit Damage with this skill
  • MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit
    MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit
  • 50% more damage when Overgrown50% more damage when Overgrown

Debuff

Blinded

Effect

Debuff reduces Accuracy and Evasion.

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.

GGPK Mechanics

Black Powder Blitz

OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace

Skill

Lv. 1+
Black Powder Blitz

OngoingSkillHasReservationBuffPersistentDodgeReplacementDetonatorAttackInPlace

Black Powder Blitz skill icon

Req: Level 1+Level 1+

Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlinds

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnites

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlinds

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnites

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.

Core Mods

  • BlindBlinds

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on Hit
    BlindBlinds

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on Hit
  • 100% increased Stun Threshold while using Skill100% increased Stun Threshold while using Skill
  • Always IgnitesIgnites

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Always IgnitesIgnites

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Deals (15 - 521) to (28 - 967) Physical DamageDeals (15 - 521) to (28 - 967) Physical DamageDeals 521 to 967 Physical DamageDeals 521 to 967 Physical Damage

q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate

GGPK Mechanics

Flash Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Grenade

Skill

Lv. 7+
Flash Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownGrenade

Flash Grenade skill icon

Req: Level 7+Level 7+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
, StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
explosion when its fuse expires.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
, StunningStunning

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
explosion when its fuse expires.

Core Mods

  • Explosion radius is (2.6 - 3.3) metresExplosion radius is (2.6 - 3.3) metresExplosion radius is 3.3 metresExplosion radius is 3.3 metres
  • 500% more StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    500% more StunStunning

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Projectiles cannot ForkProjectiles cannot Fork
  • BlindsBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
    BlindsBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
  • Detonation Time is 0.85 secondsDetonation Time is 0.85 seconds

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

His Dark Horizon

Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving

Skill

Lv. 1+
His Dark Horizon

SpellBuffCooldownColdInstantNoRepeatWhenHeldInstantShiftAttackForLeftMouseUsableWhileMoving

His Dark Horizon skill icon

Req: Level 1+Level 1+

DNT-UNUSED Create a storm of deathly energies that EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your Mana-costing Spells with ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
. Enemies that enter the eye of the storm are BlindedBlinded

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.
DNT-UNUSED Create a storm of deathly energies that EmpowersEmpowers

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
your Mana-costing Spells with ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
. Enemies that enter the eye of the storm are BlindedBlinded

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled GroundChilled Ground

Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
.

Core Mods

  • 30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second30% of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain (40 - 78)% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain (40 - 78)% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 78% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 78% of damage as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 0% of damage as Lightning Damage
    EmpoweredEmpowers

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Gain 0% of damage as Lightning Damage
  • Deals (13 - 394) to (20 - 591) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (13 - 394) to (20 - 591) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 394 to 591 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 394 to 591 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 2 metres
    Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    radius is 2 metres
  • Does not Hit, but Chills enemies as though Hitting themDoes not Hit, but Chills enemies as though Hitting them
  • Gains +20% more Radius per second, up to a maximum of +200%Gains +20% more Radius per second, up to a maximum of +200%
  • Deals (14 - 447) to (21 - 671) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (14 - 447) to (21 - 671) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 447 to 671 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 447 to 671 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • (40 - 59)% more Freeze Buildup(40 - 59)% more Freeze Buildup59% more Freeze Buildup59% more Freeze Buildup

GGPK Mechanics

Staggering Palm

Attack · Area · Physical · MeleeSingleTarget · Duration · Palm · Buff

Skill

Lv. 7+
Staggering Palm

AttackAreaPhysicalMeleeSingleTargetDurationPalmBuff

Staggering Palm skill icon

Req: Level 7+Level 7+

Dash to an enemy and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, instantly Heavily StunningHeavily Stunning

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
enemies which are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy StunHeavily Stunning buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
and performing additional dashing StrikesStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Attacks to also fire ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
Dash to an enemy and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, instantly Heavily StunningHeavily Stunning

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
enemies which are Primed for StunPrimed for Stun

Normal enemies are Primed for Stun when they have at least 40% Heavy StunHeavily Stunning buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
and performing additional dashing StrikesStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Attacks to also fire ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.

Core Mods

  • Buff duration is 7.5 secondsBuff duration is 7.5 seconds
  • Maximum Buff duration is 30 secondsMaximum Buff duration is 30 seconds
  • Can't be EvadedCan't be Evaded
  • Dashes and StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
    Dashes and StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
  • Pierces all TargetsPierces all Targets

q20: (0 - 40)% chance to Blind Enemies(0 - 40)% chance to Blind Enemies40% chance to Blind Enemies40% chance to Blind Enemies

GGPK Mechanics

Twister

Attack · Area · Duration · Spear · Projectile · Barrageable · UsableWhileMoving

Skill

Lv. 1+
Twister

AttackAreaDurationSpearProjectileBarrageableUsableWhileMoving

Twister skill icon

Req: Level 1+Level 1+

Whip up a twister with a flick of your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
. The twister moves forward erratically, BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and repeatedly HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies within. If a twister touches a WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
from your other skills, it Consumes the WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
to create additional twisters that deal more damage. Passing over Elemental Ground SurfacesElemental Ground Surfaces

Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
or Consuming an elemental WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
will grant twisters extra damage of that element.
Whip up a twister with a flick of your SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
. The twister moves forward erratically, BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
and repeatedly HittingHitting

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies within. If a twister touches a WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
from your other skills, it Consumes the WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
to create additional twisters that deal more damage. Passing over Elemental Ground SurfacesElemental Ground Surfaces

Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
or Consuming an elemental WhirlwindWhirlwind

Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
will grant twisters extra damage of that element.

Core Mods

  • Twister radius is 0.5 metresTwister radius is 0.5 metres
  • Twister duration is 3 secondsTwister duration is 3 seconds
  • Consumes WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    to create an additional twister and deal 80% more damage per WhirlwindWhirlwind

    Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    stage
    Consumes WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    to create an additional twister and deal 80% more damage per WhirlwindWhirlwind

    Whirlwinds BlindBlinding and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground SurfaceElemental Ground Surfaces takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    stage
  • Elemental twisters Gain 50% of damage as damage of the corresponding TypeElemental twisters Gain 50% of damage as damage of the corresponding Type
  • Twisters fired at the same time can HitHitting

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    the same target no more than once every 0.66 seconds
    Twisters fired at the same time can HitHitting

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    the same target no more than once every 0.66 seconds
  • Pierces all TargetsPierces all Targets
  • BlindsBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
    BlindsBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies

GGPK Mechanics

Whirling Slash

Attack · Melee · Area · MeleeSingleTarget · GainsStages · Spear · AttackInPlace

Skill

Lv. 1+
Whirling Slash

AttackMeleeAreaMeleeSingleTargetGainsStagesSpearAttackInPlace

Whirling Slash skill icon

Req: Level 1+Level 1+

Perform a circular slash that kicks up a WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
around you, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
enemies and BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
them in its area of effect. Leaving the area collapses the storm, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when Hit .
.
Perform a circular slash that kicks up a WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
around you, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
enemies and BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
them in its area of effect. Leaving the area collapses the storm, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when Hit .
.

Core Mods

  • Knocks Back EnemiesKnocks Back Enemies
  • WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
    WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
  • +0.3m to Radius per additional stage+0.3m to Radius per additional stage
  • Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Gain 50% of damage as damage of the corresponding Type
    Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Gain 50% of damage as damage of the corresponding Type
  • SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30%
    SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30%
  • Maximum 3 stagesMaximum 3 stages
  • Collapse deals 150% more damage per additional stageCollapse deals 150% more damage per additional stage
  • 10% more KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    distance per stage
    10% more KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    distance per stage

q20: Collapse deals (0 - 40)% more damage per additional stageCollapse deals (0 - 40)% more damage per additional stageCollapse deals 40% more damage per additional stageCollapse deals 40% more damage per additional stage

GGPK Mechanics

Whirlwind Lance

Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Area · UsableWhileMoving

Skill

Lv. 42+
Whirlwind Lance

AttackRangedAttackProjectileProjectileSpeedProjectilesFromUserAreaUsableWhileMoving

Whirlwind Lance skill icon

Req: Level 42+Level 42+

Throw a SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
with enough force to kick up a WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
where it lands, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
enemies and BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
them in its area of effect. Entering the WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
collapses it, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when Hit .
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to create the WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
with one more than its normal maximum number of stages.
Throw a SpearSpear

Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee , as many spear skills enable you to throw your spear.
with enough force to kick up a WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
where it lands, SlowingSlowing

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
enemies and BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
them in its area of effect. Entering the WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
collapses it, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when Hit .
. Consumes a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to create the WhirlwindWhirlwind

Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
with one more than its normal maximum number of stages.

Core Mods

  • Collapse deals Melee damageCollapse deals Melee damage
  • WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
    WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
  • WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    duration is 15 seconds
    WhirlwindWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    duration is 15 seconds
  • +0.3m to Radius per additional stage+0.3m to Radius per additional stage
  • Limit 6 WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Limit 6 WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
  • Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Gain 50% of damage as damage of the corresponding Type
    Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlinding and SlowSlowing the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
    Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
    A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Gain 50% of damage as damage of the corresponding Type
  • SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30%
    SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30%
  • Maximum 3 stagesMaximum 3 stages
  • Collapse deals 150% more damage per additional stageCollapse deals 150% more damage per additional stage
  • 10% more KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    distance per stage
    10% more KnockbackKnockback

    Knockback pushes Enemies away when Hit .
    distance per stage
  • Knocks Back EnemiesKnocks Back Enemies

q20: Collapse deals (0 - 40)% more damage per additional stageCollapse deals (0 - 40)% more damage per additional stageCollapse deals 40% more damage per additional stageCollapse deals 40% more damage per additional stage

GGPK Mechanics

Accelerated Growth II

Support

Support

Lv. 1+
Accelerated Growth II
Accelerated Growth II skill icon

Supports PlantPlant

Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
Skills, causing them to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
an explosion after they have been Overgrown, BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.
Supports PlantPlant

Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
Skills, causing them to TriggerTrigger

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
an explosion after they have been Overgrown, BlindingBlinding

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
enemies HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.

Core Mods

  • TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Accelerated Growth on Overgrowing PlantsPlant

    Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
    created by Supported Skills
    TriggersTrigger

    Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
    If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
    Accelerated Growth on Overgrowing PlantsPlant

    Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.
    created by Supported Skills
  • Deals (4 - 111) to (6 - 167) Physical DamageDeals (4 - 111) to (6 - 167) Physical DamageDeals 111 to 167 Physical DamageDeals 111 to 167 Physical Damage
  • Explosion radius is 1.8 metresExplosion radius is 1.8 metres
  • Explosion occurs after 1.2 secondsExplosion occurs after 1.2 seconds
  • BlindBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    BlindBlinding

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    enemies on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.

Debuff

Hinder

Effect

Movement speed Slowed.

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.

GGPK Mechanics

Briarpatch

Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace · Physical · Limit

Skill

Lv. 11+
Briarpatch

BuffOngoingSkillHasReservationPersistentAttackInPlacePhysicalLimit

Briarpatch skill icon

Req: Level 11+Level 11+

While active, a portion of the PhysicalPhysical

10% increased Physical Damage
Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny GroundThorny Ground

Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
that deals Spell damage to moving enemies.
While active, a portion of the PhysicalPhysical

10% increased Physical Damage
Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny GroundThorny Ground

Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
that deals Spell damage to moving enemies.

Core Mods

  • Stores 1% of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to (9 - 256)
    Stores 1% of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to (9 - 256)
    Stores 1% of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to 256
    Stores 1% of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to 256
  • Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    radius is 3 metres
    Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    radius is 3 metres
  • Limit 1 patch of Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    Limit 1 patch of Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
  • Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    duration is 6 seconds
    Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    duration is 6 seconds
  • Cannot create more than one patch of Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    every 8 seconds
    Cannot create more than one patch of Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    every 8 seconds
  • Overgrown Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    deals damage 50% more frequently and expires 50% slower
    Overgrown Thorny GroundThorny Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    deals damage 50% more frequently and expires 50% slower
  • Modifiers to Thorns damage apply to this Skill's Spell damageModifiers to Thorns damage apply to this Skill's Spell damage

q20: (0 - 5)% chance to Hinder enemies on Hit(0 - 5)% chance to Hinder enemies on Hit5% chance to Hinder enemies on Hit5% chance to Hinder enemies on Hit

GGPK Mechanics

Cackling Companions

Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion

Skill

Lv. 1+
Cackling Companions

MinionHasReservationPersistentPhysicalCompanionCreatesCompanionCreatesMinion

Cackling Companions skill icon

Req: Level 1+Level 1+

Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.
Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.

Core Mods

  • Summons (6 - 9) HyenasSummons (6 - 9) HyenasSummons 9 HyenasSummons 9 Hyenas

q20: Minions have (0 - 20)% more Maximum LifeMinions have (0 - 20)% more Maximum LifeMinions have 20% more Maximum LifeMinions have 20% more Maximum Life

GGPK Mechanics

Elemental Storm

Spell · Duration · Trappable · Totemable · Mineable · Triggerable · Damage

Skill

Lv. 1+
Elemental Storm

SpellDurationTrappableTotemableMineableTriggerableDamage

Elemental Storm skill icon

Req: Level 1+Level 1+

Create a stationary FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
, ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
or LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
storm at a target location for a duration, based on the highest Elemental DamageElemental Damage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
type for the HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
that TriggeredTriggered

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
the storm. Hits which do not deal Elemental DamageElemental Damage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
will not Trigger the storm.
Create a stationary FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
, ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
or LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
storm at a target location for a duration, based on the highest Elemental DamageElemental Damage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
type for the HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
that TriggeredTriggered

Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
the storm. Hits which do not deal Elemental DamageElemental Damage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
will not Trigger the storm.

Core Mods

  • Storm radius is 1.8 metresStorm radius is 1.8 metres
  • Storm duration is 5 secondsStorm duration is 5 seconds
  • Enemies inside the storm are HinderedEnemies inside the storm are Hindered
  • Cannot deal Critical HitsCannot deal Critical Hits
  • Deals Damage every 0.25 secondsDeals Damage every 0.25 seconds
  • Deals (2 - 58) to (3 - 88) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals (2 - 58) to (3 - 88) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 58 to 88 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
    Deals 58 to 88 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Deals (1 - 17) to (3 - 95) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals (1 - 17) to (3 - 95) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 17 to 95 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
    Deals 17 to 95 LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • Deals (1 - 45) to (2 - 67) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (1 - 45) to (2 - 67) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 45 to 67 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 45 to 67 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage

q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate

GGPK Mechanics

Herald of Plague

OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace

Skill

Lv. 27+
Herald of Plague

OngoingSkillHasReservationBuffPersistentHeraldChaosAttackInPlace

Herald of Plague skill icon

Req: Level 27+Level 27+

While active, killing a PoisonedPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemy spreads its PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.
While active, killing a PoisonedPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
enemy spreads its PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.

Core Mods

  • Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a (1.5 - 1.8) metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a (1.5 - 1.8) metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a 1.8 metre radius
    Spreads the most Damaging PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on enemies you kill in a 1.8 metre radius
  • (10 - 29)% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    (10 - 29)% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    29% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them
    29% chance to HinderHinder

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading PoisonPoisoned

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
    Physical and Chaos damage from Hits Contribute to Poison Magnitude .
    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    to them

q20: (0 - 20)% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
(0 - 20)% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
20% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them
20% chance to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
enemies on spreading PoisonPoisoned

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield .
Physical and Chaos damage from Hits Contribute to Poison Magnitude .
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
to them

GGPK Mechanics

His Grave Command

Minion · Companion · Duration

Skill

Lv. 1+
His Grave Command

MinionCompanionDuration

His Grave Command skill icon

Req: Level 1+Level 1+

Conjure Abyssal spirits to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
a RareRare

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
for a duration. If you defeat the UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
while it is Hindered, it will be captured and stored into a Soul Crystal Skill Gem. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion.
Conjure Abyssal spirits to HinderHinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
a RareRare

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
for a duration. If you defeat the UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
while it is Hindered, it will be captured and stored into a Soul Crystal Skill Gem. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound UndeadUndead

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion.

Core Mods

  • Spirit duration is (8 - 11.8) secondsSpirit duration is (8 - 11.8) secondsSpirit duration is 11.8 secondsSpirit duration is 11.8 seconds
  • Bound UndeadUndead

    Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
    Certain Skills interact with specific Monster Categories.
    retains up to four monster modifiers when summoned
    Bound UndeadUndead

    Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
    Certain Skills interact with specific Monster Categories.
    retains up to four monster modifiers when summoned
  • While this Gem is Socketed you can view Monster Categories on EnemiesWhile this Gem is Socketed you can view Monster Categories on Enemies

q20: Spirit duration is (0 - 1.6) secondsSpirit duration is (0 - 1.6) secondsSpirit duration is 1.6 secondsSpirit duration is 1.6 seconds

GGPK Mechanics

Mana Drain

Spell · Totemable · Trappable · Mineable · UsableWhileMoving

Skill

Lv. 1+
Mana Drain

SpellTotemableTrappableMineableUsableWhileMoving

Mana Drain skill icon

Req: Level 1+Level 1+

LeechLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
Mana from an enemy over a prolonged period, as well as briefly HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.
LeechLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
Mana from an enemy over a prolonged period, as well as briefly HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.

Core Mods

  • LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    (30 - 408) Mana
    LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    (30 - 408) Mana
    LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    408 Mana
    LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    408 Mana
  • LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    Mana 70% slower
    LeechesLeech

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    Mana 70% slower

q20: LeechesLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
(0 - 90) Mana
LeechesLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
(0 - 90) Mana
LeechesLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
90 Mana
LeechesLeech

When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second.
Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
90 Mana

GGPK Mechanics

Primal Avatar

Duration

Skill

Lv. 53+
Primal Avatar

Duration

Primal Avatar skill icon

Req: Level 53+Level 53+

Conjure Azmeri wisps to engulf a RareRare

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
for a duration, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them. If you defeat the BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion.
Conjure Azmeri wisps to engulf a RareRare

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
for a duration, HinderingHindering

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them. If you defeat the BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the BeastBeast

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion.

Core Mods

  • While this Gem is Socketed you can view Monster Categories on EnemiesWhile this Gem is Socketed you can view Monster Categories on Enemies

GGPK Mechanics

Soulrend

Spell · Duration · Projectile · DamageOverTime · Damage · Chaos · Multicastable

Skill

Lv. 1+
Soulrend

SpellDurationProjectileDamageOverTimeDamageChaosMulticastable

Soulrend skill icon

Req: Level 1+Level 1+

Fire a PiercingPiercing

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that seeks out enemies. Enemies hit are inflicted with a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that HindersHinders

Hinder is a DebuffDebuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them and deals Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
over time for a short duration.
Fire a PiercingPiercing

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that seeks out enemies. Enemies hit are inflicted with a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that HindersHinders

Hinder is a DebuffDebuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them and deals Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
over time for a short duration.

Core Mods

  • Deals (3 - 130) to (6 - 242) Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals (3 - 130) to (6 - 242) Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals 130 to 242 Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals 130 to 242 Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
  • PiercesPiercing

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPiercing

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 0.6 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 0.6 seconds
  • Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
    Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • Deals (10.1 - 430.9) Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per second
    Deals (10.1 - 430.9) Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per second
    Deals 430.9 Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per second
    Deals 430.9 Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per second

q20: DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
duration is (0 - 0.1) seconds
DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
duration is (0 - 0.1) seconds
DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
duration is 0.1 seconds
DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
duration is 0.1 seconds

Debuff

Fire Exposure

Effect

Debuff inflicts lowered Fire Resistance.

GGPK Mechanics

Frost Bomb

Spell · Area · Duration · Cold · Damage · Multicastable · Totemable

Skill

Lv. 1+
Frost Bomb

SpellAreaDurationColdDamageMulticastableTotemable

Frost Bomb skill icon

Req: Level 1+Level 1+

Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
    Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
  • Pulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are 3.1 metresPulse and explosion radius are 3.1 metres
  • Limit 1 Frost BombLimit 1 Frost Bomb
  • ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
  • Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
  • Chills Enemies as though dealing 300% more damageChills Enemies as though dealing 300% more damage
  • Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
    Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds

q20: +(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied

GGPK Mechanics

Molten Blast

Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable

Skill

Lv. 15+
Molten Blast

AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable

Molten Blast skill icon

Req: Level 15+Level 15+

Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.

Core Mods

  • While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
    While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • Inflicts 200% more Flammability MagnitudeInflicts 200% more Flammability Magnitude
  • 100% more Ignite duration100% more Ignite duration
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified

q20: (0 - 30)% chance to inflict Exposure on Hit(0 - 30)% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit

GGPK Mechanics

Oil Barrage

Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel

Skill

Lv. 32+
Oil Barrage

AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel

Oil Barrage skill icon

Req: Level 32+Level 32+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.

Core Mods

  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
  • ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
    Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact radius is 2.1 metresImpact radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
  • Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Converts 40% of Physical damage to Lightning damageConverts 40% of Physical damage to Lightning damage

q20: Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional 5%Exposure lowers Total Elemental Resistances by an additional 5%

GGPK Mechanics

Oil Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 32+
Oil Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Oil Grenade skill icon

Req: Level 32+Level 32+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
  • Projectiles cannot ForkProjectiles cannot Fork
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Detonation Time is 1.6 secondsDetonation Time is 1.6 seconds
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Primal Strikes

Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock

Skill

Lv. 32+
Primal Strikes

AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock

Primal Strikes skill icon

Req: Level 32+Level 32+

Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.
Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.

Core Mods

  • +0.5 metres to Melee Strike Range+0.5 metres to Melee Strike Range
  • Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • +1.5 metres to Melee Strike Range+1.5 metres to Melee Strike Range
  • +(1.5 - 2) metres to Melee Strike Range+(1.5 - 2) metres to Melee Strike Range+2 metres to Melee Strike Range+2 metres to Melee Strike Range
  • ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 35% less Attack Speed35% less Attack Speed
  • Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
    Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
  • Charge length is 8.6 metresCharge length is 8.6 metres
  • Charge width is 1.8 metresCharge width is 1.8 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed

GGPK Mechanics

Ruzhan, the Blazing Sword

Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion

Skill

Lv. 1+
Ruzhan, the Blazing Sword

MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion

Ruzhan, the Blazing Sword skill icon

Req: Level 1+Level 1+

Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.

Core Mods

  • Ruzhan deals 10% more damage for each damaging Skill you've used RecentlyRuzhan deals 10% more damage for each damaging Skill you've used Recently
  • Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with ExposureAttacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure

Debuff

Cold Exposure

Effect

Debuff inflicts lowered Cold Resistance.

GGPK Mechanics

Frost Bomb

Spell · Area · Duration · Cold · Damage · Multicastable · Totemable

Skill

Lv. 1+
Frost Bomb

SpellAreaDurationColdDamageMulticastableTotemable

Frost Bomb skill icon

Req: Level 1+Level 1+

Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
    Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
  • Pulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are 3.1 metresPulse and explosion radius are 3.1 metres
  • Limit 1 Frost BombLimit 1 Frost Bomb
  • ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
  • Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
  • Chills Enemies as though dealing 300% more damageChills Enemies as though dealing 300% more damage
  • Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
    Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds

q20: +(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied

GGPK Mechanics

Molten Blast

Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable

Skill

Lv. 15+
Molten Blast

AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable

Molten Blast skill icon

Req: Level 15+Level 15+

Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.

Core Mods

  • While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
    While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • Inflicts 200% more Flammability MagnitudeInflicts 200% more Flammability Magnitude
  • 100% more Ignite duration100% more Ignite duration
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified

q20: (0 - 30)% chance to inflict Exposure on Hit(0 - 30)% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit

GGPK Mechanics

Oil Barrage

Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel

Skill

Lv. 32+
Oil Barrage

AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel

Oil Barrage skill icon

Req: Level 32+Level 32+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.

Core Mods

  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
  • ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
    Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact radius is 2.1 metresImpact radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
  • Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Converts 40% of Physical damage to Lightning damageConverts 40% of Physical damage to Lightning damage

q20: Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional 5%Exposure lowers Total Elemental Resistances by an additional 5%

GGPK Mechanics

Oil Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 32+
Oil Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Oil Grenade skill icon

Req: Level 32+Level 32+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
  • Projectiles cannot ForkProjectiles cannot Fork
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Detonation Time is 1.6 secondsDetonation Time is 1.6 seconds
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Primal Strikes

Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock

Skill

Lv. 32+
Primal Strikes

AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock

Primal Strikes skill icon

Req: Level 32+Level 32+

Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.
Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.

Core Mods

  • +0.5 metres to Melee Strike Range+0.5 metres to Melee Strike Range
  • Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • +1.5 metres to Melee Strike Range+1.5 metres to Melee Strike Range
  • +(1.5 - 2) metres to Melee Strike Range+(1.5 - 2) metres to Melee Strike Range+2 metres to Melee Strike Range+2 metres to Melee Strike Range
  • ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 35% less Attack Speed35% less Attack Speed
  • Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
    Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
  • Charge length is 8.6 metresCharge length is 8.6 metres
  • Charge width is 1.8 metresCharge width is 1.8 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed

GGPK Mechanics

Ruzhan, the Blazing Sword

Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion

Skill

Lv. 1+
Ruzhan, the Blazing Sword

MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion

Ruzhan, the Blazing Sword skill icon

Req: Level 1+Level 1+

Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.

Core Mods

  • Ruzhan deals 10% more damage for each damaging Skill you've used RecentlyRuzhan deals 10% more damage for each damaging Skill you've used Recently
  • Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with ExposureAttacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure

Debuff

Lightning Exposure

Effect

Debuff inflicts lowered Lightning Resistance.

GGPK Mechanics

Frost Bomb

Spell · Area · Duration · Cold · Damage · Multicastable · Totemable

Skill

Lv. 1+
Frost Bomb

SpellAreaDurationColdDamageMulticastableTotemable

Frost Bomb skill icon

Req: Level 1+Level 1+

Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
    Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
  • Pulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are 3.1 metresPulse and explosion radius are 3.1 metres
  • Limit 1 Frost BombLimit 1 Frost Bomb
  • ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
  • Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
  • Chills Enemies as though dealing 300% more damageChills Enemies as though dealing 300% more damage
  • Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
    Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds

q20: +(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied

GGPK Mechanics

Molten Blast

Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable

Skill

Lv. 15+
Molten Blast

AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable

Molten Blast skill icon

Req: Level 15+Level 15+

Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.

Core Mods

  • While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
    While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • Inflicts 200% more Flammability MagnitudeInflicts 200% more Flammability Magnitude
  • 100% more Ignite duration100% more Ignite duration
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified

q20: (0 - 30)% chance to inflict Exposure on Hit(0 - 30)% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit

GGPK Mechanics

Oil Barrage

Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel

Skill

Lv. 32+
Oil Barrage

AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel

Oil Barrage skill icon

Req: Level 32+Level 32+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.

Core Mods

  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
  • ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
    Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact radius is 2.1 metresImpact radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
  • Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Converts 40% of Physical damage to Lightning damageConverts 40% of Physical damage to Lightning damage

q20: Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional 5%Exposure lowers Total Elemental Resistances by an additional 5%

GGPK Mechanics

Oil Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 32+
Oil Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Oil Grenade skill icon

Req: Level 32+Level 32+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
  • Projectiles cannot ForkProjectiles cannot Fork
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Detonation Time is 1.6 secondsDetonation Time is 1.6 seconds
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Primal Strikes

Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock

Skill

Lv. 32+
Primal Strikes

AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock

Primal Strikes skill icon

Req: Level 32+Level 32+

Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.
Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.

Core Mods

  • +0.5 metres to Melee Strike Range+0.5 metres to Melee Strike Range
  • Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • +1.5 metres to Melee Strike Range+1.5 metres to Melee Strike Range
  • +(1.5 - 2) metres to Melee Strike Range+(1.5 - 2) metres to Melee Strike Range+2 metres to Melee Strike Range+2 metres to Melee Strike Range
  • ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 35% less Attack Speed35% less Attack Speed
  • Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
    Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
  • Charge length is 8.6 metresCharge length is 8.6 metres
  • Charge width is 1.8 metresCharge width is 1.8 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed

GGPK Mechanics

Ruzhan, the Blazing Sword

Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion

Skill

Lv. 1+
Ruzhan, the Blazing Sword

MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion

Ruzhan, the Blazing Sword skill icon

Req: Level 1+Level 1+

Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.

Core Mods

  • Ruzhan deals 10% more damage for each damaging Skill you've used RecentlyRuzhan deals 10% more damage for each damaging Skill you've used Recently
  • Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with ExposureAttacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure

Debuff

Elemental Exposure

Effect

Lowered elemental Resistances.

GGPK Mechanics

Frost Bomb

Spell · Area · Duration · Cold · Damage · Multicastable · Totemable

Skill

Lv. 1+
Frost Bomb

SpellAreaDurationColdDamageMulticastableTotemable

Frost Bomb skill icon

Req: Level 1+Level 1+

Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.
Create a pulsing OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
of frost. Each pulse inflicts ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
on nearby enemies. When the OrbOrb

Orb Skills create lasting effects at a location which damage enemies in an area around them.
's duration ends, it DetonatesDetonates

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
, dealing ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
damage to surrounding enemies and leaving behind a ColdCold

Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
InfusionInfusion

Some Skills create ElementalElemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
.

Core Mods

  • Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals (7 - 238) to (11 - 358) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
    Deals 238 to 358 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
    Initially applies 20% ElementalElemental

    The three Elemental damage types are Fire , ColdCold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    and 2% ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50%
  • Pulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are (2.4 - 3.1) metresPulse and explosion radius are 3.1 metresPulse and explosion radius are 3.1 metres
  • Limit 1 Frost BombLimit 1 Frost Bomb
  • ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    duration is 8 seconds
  • Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
    Cannot apply ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    to enemies of level higher than 100
  • Chills Enemies as though dealing 300% more damageChills Enemies as though dealing 300% more damage
  • Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
    Detonation TimeDetonates

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds

q20: +(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+(0 - 10)% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied
+10% maximum ElementalElemental

The three Elemental damage types are Fire , ColdCold , and Lightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
applied

GGPK Mechanics

Molten Blast

Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable

Skill

Lv. 15+
Molten Blast

AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable

Molten Blast skill icon

Req: Level 15+Level 15+

Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.

Core Mods

  • While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
    While Dual Wielding, fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15% less attack speed
  • Explosion radius is 1.6 metresExplosion radius is 1.6 metres
  • Inflicts 200% more Flammability MagnitudeInflicts 200% more Flammability Magnitude
  • 100% more Ignite duration100% more Ignite duration
  • Converts 60% of Physical damage to Fire damageConverts 60% of Physical damage to Fire damage
  • Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 8 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified

q20: (0 - 30)% chance to inflict Exposure on Hit(0 - 30)% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit30% chance to inflict Exposure on Hit

GGPK Mechanics

Oil Barrage

Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel

Skill

Lv. 32+
Oil Barrage

AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel

Oil Barrage skill icon

Req: Level 32+Level 32+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a WyvernWyvern

ShapeshiftShapeshift into a Wyvern to bombard your enemies with Fire and Lightning , then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
at enemies, creating Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
where the ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
land. Consumes Power ChargesPower Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
if possible to instead ChannelChannel

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
that does not create Oil GroundOil Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
. ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
are fired in sequence, allowing multiple ProjectilesProjectiles

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
the same target.

Core Mods

  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    spray radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Duration is 6 seconds
  • ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Fires 3 ProjectilesProjectiles

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
    When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    Slows enemy movement speed by 20%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    radius is 2.1 metres
  • Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
    Once Ignited, Oil GroundOil Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    Ignited enemies, Ignited Ground , or Detonator Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 100% of this Attack's Fire Damage as unscalable Damage to the Ignite
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Impact radius is 2.1 metresImpact radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite .
    duration is 6 seconds
  • Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Consumes a Power ChargePower Charges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannel

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Converts 40% of Physical damage to Lightning damageConverts 40% of Physical damage to Lightning damage

q20: Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional (0 - 5)%Exposure lowers Total Elemental Resistances by an additional 5%Exposure lowers Total Elemental Resistances by an additional 5%

GGPK Mechanics

Oil Grenade

Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration

Skill

Lv. 32+
Oil Grenade

AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration

Oil Grenade skill icon

Req: Level 32+Level 32+

Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.
Fire a bouncing GrenadeGrenade

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
created this way can be IgnitedIgnited

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
by Detonator SkillsDetonator

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or Ignited GroundIgnited Ground

IgnitedIgnited Groundground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, IgnitedIgnited Groundground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
.

Core Mods

  • Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is (2 - 2.6) metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    spray radius is 2.6 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Duration is 6 seconds
  • Projectiles cannot ForkProjectiles cannot Fork
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    Slows enemy movement speed by 40%
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
    Ignited GroundIgnited Ground or Detonator SkillsDetonator will IgniteIgnited Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that IgniteIgnited .
    applies Exposure, lowering Total Elemental Resistances by 20%
  • Detonation Time is 1.6 secondsDetonation Time is 1.6 seconds
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is (2 - 2.6) metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    is 2.6 metres
  • Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
    Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    Duration is 6 seconds
  • Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Once IgnitedIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , Oil Groundground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with Exposure .
    IgnitedIgnited enemies, Ignited GroundIgnited Ground , or Detonator SkillsDetonator that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure .
    adds 150% of this Attack's Fire Damage as unscalable Damage to the IgniteIgnited

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage

q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate

GGPK Mechanics

Primal Strikes

Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock

Skill

Lv. 32+
Primal Strikes

AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock

Primal Strikes skill icon

Req: Level 32+Level 32+

Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.
Perform a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
enemy and refresh ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
duration. The third attack is a large swipe that inflicts ElementalElemental

The three Elemental damage types are Fire , Cold , and LightningLightning .
ExposureExposure

Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
Higher Rarity enemies are less affected by Exposure:
15% less Exposure effect on Magic monsters
30% less Exposure effect on Rare monsters
50% less Exposure effect on Unique monsters
, and can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to conjure a stampede of spirits.

Core Mods

  • +0.5 metres to Melee Strike Range+0.5 metres to Melee Strike Range
  • Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 40% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • +1.5 metres to Melee Strike Range+1.5 metres to Melee Strike Range
  • +(1.5 - 2) metres to Melee Strike Range+(1.5 - 2) metres to Melee Strike Range+2 metres to Melee Strike Range+2 metres to Melee Strike Range
  • ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    ShockShocked

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 35% less Attack Speed35% less Attack Speed
  • Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 60% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
  • Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
    Inflict ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total ElementalElemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative.
    Higher Rarity enemies are less affected by Exposure:
    15% less Exposure effect on Magic monsters
    30% less Exposure effect on Rare monsters
    50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering Total ElementalElemental

    The three Elemental damage types are Fire , Cold , and LightningLightning .
    Resistances by 50%
  • Charge length is 8.6 metresCharge length is 8.6 metres
  • Charge width is 1.8 metresCharge width is 1.8 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage

q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed

GGPK Mechanics

Ruzhan, the Blazing Sword

Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion

Skill

Lv. 1+
Ruzhan, the Blazing Sword

MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion

Ruzhan, the Blazing Sword skill icon

Req: Level 1+Level 1+

Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
enemies with his greatsword whenever you use a damaging Skill, and casts devastating FireFire

Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
Spells when CommandedCommanded

Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
to do so.

Core Mods

  • Ruzhan deals 10% more damage for each damaging Skill you've used RecentlyRuzhan deals 10% more damage for each damaging Skill you've used Recently
  • Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with ExposureAttacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure

Debuff

Withered

Effect

Debuff inflicts increased Chaos damage taken.

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.

GGPK Mechanics

His Foul Emergence

Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable

Skill

Lv. 1+
His Foul Emergence

SpellDamageAreaTrappableTotemableMineableMulticastable

His Foul Emergence skill icon

Req: Level 1+Level 1+

Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.

Core Mods

  • Deals (22 - 744) to (40 - 1381) Chaos DamageDeals (22 - 744) to (40 - 1381) Chaos DamageDeals 744 to 1381 Chaos DamageDeals 744 to 1381 Chaos Damage
  • Deals (12 - 425) to (19 - 638) Physical DamageDeals (12 - 425) to (19 - 638) Physical DamageDeals 425 to 638 Physical DamageDeals 425 to 638 Physical Damage
  • Emergence radius is 2.8 metresEmergence radius is 2.8 metres
  • Withering Ground duration is 8 secondsWithering Ground duration is 8 seconds
  • Withered lasts 10 secondsWithered lasts 10 seconds
  • +1 second to Total Cast Time+1 second to Total Cast Time

q20: +(0 - 1) second to Withering Ground duration+(0 - 1) second to Withering Ground duration+1 second to Withering Ground duration+1 second to Withering Ground duration

GGPK Mechanics

Archon of Chayula

Buff · Duration · HasUsageCondition · UsableWhileMoving

Skill

Lv. 1+
Archon of Chayula

BuffDurationHasUsageConditionUsableWhileMoving

Archon of Chayula skill icon

Req: Level 1+Level 1+

Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by dealing Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
to enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
, you can entreat the Dreamer to inhabit you, briefly becoming his ArchonArchon

Archons are a type of Buff that significantly augment your prowess with a certain type of Skills, such as Elemental Spells or Plant Skills .
By default, each Archon Buff lasts 10 seconds.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
.
Build GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by dealing Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
to enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
, you can entreat the Dreamer to inhabit you, briefly becoming his ArchonArchon

Archons are a type of Buff that significantly augment your prowess with a certain type of Skills, such as Elemental Spells or Plant Skills .
By default, each Archon Buff lasts 10 seconds.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
.

Core Mods

  • Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 100 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on dealing ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Hit damage to an enemy or inflicting a Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    over time Debuff on an enemy
    Generates 100% of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
    Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on dealing ChaosChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Hit damage to an enemy or inflicting a Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    over time Debuff on an enemy
  • Grants 20% more Physical and Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Grants 20% more Physical and Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
  • Grants 25% chance to Wither enemies for 4 seconds on HitGrants 25% chance to Wither enemies for 4 seconds on Hit
  • Trigger Chayula's Will every 3 secondsTrigger Chayula's Will every 3 seconds
  • Tornado radius is 2.8 metresTornado radius is 2.8 metres
  • Tornado duration is 8 secondsTornado duration is 8 seconds
  • Converts 70% of Physical damage to Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Converts 70% of Physical damage to Chaos damageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.

q20: Grants (0 - 5)% more Physical and Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Grants (0 - 5)% more Physical and Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Grants 5% more Physical and Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Grants 5% more Physical and Chaos damageChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.

GGPK Mechanics

Chaos Bolt

Projectile · ProjectilesFromUser · Spell · Damage · Trappable · Totemable · Mineable

Skill

Lv. 1+
Chaos Bolt

ProjectileProjectilesFromUserSpellDamageTrappableTotemableMineable

Chaos Bolt skill icon

Req: Level 1+Level 1+

Fire a burst of ChaosChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
energy at the target.
Fire a burst of ChaosChaos

Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
energy at the target.

Core Mods

  • Deals (5 - 200) to (9 - 371) Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals (5 - 200) to (9 - 371) Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals 200 to 371 Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    Deals 200 to 371 Chaos DamageChaos

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
  • Inflicts (1 - 3) Withered Debuffs on HitInflicts (1 - 3) Withered Debuffs on HitInflicts 3 Withered Debuffs on HitInflicts 3 Withered Debuffs on Hit
  • Withered lasts 4 secondsWithered lasts 4 seconds

q20: (0 - 40)% increased Projectile Speed(0 - 40)% increased Projectile Speed40% increased Projectile Speed40% increased Projectile Speed

GGPK Mechanics

Wither

Spell · Area · Duration · Totemable · Chaos · Channel · AreaSpell

Skill

Lv. 1+
Wither

SpellAreaDurationTotemableChaosChannelAreaSpell

Wither skill icon

Req: Level 1+Level 1+

Channel a debilitating hex that WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in the area.
Channel a debilitating hex that WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in the area.

Core Mods

  • WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts (2 - 2.95) seconds
    WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts (2 - 2.95) seconds
    WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts 2.95 seconds
    WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts 2.95 seconds
  • 6% increased Chaos Damage taken6% increased Chaos Damage taken

GGPK Mechanics

Withering Presence

Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos

Skill

Lv. 10+
Withering Presence

BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceChaos

Withering Presence skill icon

Req: Level 10+Level 10+

While active, emits an Aura that periodically WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that periodically WithersWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

Core Mods

  • WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
    WitheredWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
  • WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 1.8 seconds
    WithersWithers

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 1.8 seconds

q20: WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is (0 - 1) second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is (0 - 1) second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is 1 second
WitheredWithers

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
duration is 1 second

GGPK Mechanics

Withering Touch

Support

Support

Lv. 1+
Withering Touch
Withering Touch skill icon

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, giving it a chance to WitherWither

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies on HitHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, giving it a chance to WitherWither

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
enemies on HitHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
.

Core Mods

  • WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
    WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
  • Supported Skills deal 25% less DamageSupported Skills deal 25% less Damage
  • Chance to inflict WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    with Supported Skills can Surpass 100%
    Chance to inflict WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    with Supported Skills can Surpass 100%
  • Supported Skills have 1% chance to inflict WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage
    Supported Skills have 1% chance to inflict WitheredWither

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    for every 0.571429% of enemy Ailment Threshold dealt as Chaos damage
Sources and reference

Overview

Game Mechanics: Debuffs

  • Common non-ailment debuffs selected by exact client identity rather than by display-name guessing.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Debuffs: GGPK-owned review

8 exact definitions · 8 presentations

Current client 4.5.5.1: 54 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Debuffs

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Debuffs

MechanicGGPK definitionExact sources
MaimedReduced Evasion and movement speed Slowed.BuffDefinitions row 507 maim
BlindedDebuff reduces Accuracy and Evasion.BuffDefinitions row 192 blinded
HinderMovement speed Slowed.BuffDefinitions row 500 hinder
Fire ExposureDebuff inflicts lowered Fire Resistance.BuffDefinitions row 1176 exposure_fire
Cold ExposureDebuff inflicts lowered Cold Resistance.BuffDefinitions row 1177 exposure_cold
Lightning ExposureDebuff inflicts lowered Lightning Resistance.BuffDefinitions row 1178 exposure_lightning
Elemental ExposureLowered elemental Resistances.BuffDefinitions row 2880 exposure_elemental
WitheredDebuff inflicts increased Chaos damage taken.BuffDefinitions row 501 withered

Debuffs

#

Control & Armour Break

Daze → Dazed

Effect

Damage builds up Daze. Once Daze is applied, the target becomes Dazed and suffers 50% more Stun buildup.

Daze: Damage is building up Daze.

Dazed: Debuff inflicts 50% more Stun buildup.

Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.

Damage is building up Daze.

GGPK Mechanics

Siphoning Strike

Attack · Melee · Area · Lightning · MeleeSingleTarget · SkillConsumesShock · GeneratesCharges

Skill

Lv. 23+
Siphoning Strike

AttackMeleeAreaLightningMeleeSingleTargetSkillConsumesShockGeneratesCharges

Siphoning Strike skill icon

Req: Level 23+Level 23+

Dash to a target and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them with your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
. If the target is ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
their ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to release a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
shockwave around the target and grant you a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.
Dash to a target and StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them with your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
. If the target is ShockedShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
their ShockShocked

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
to release a LightningLightning

Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
shockwave around the target and grant you a Power ChargePower Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This skill cannot be Ancestrally BoostedAncestrally Boosted

An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
.

Core Mods

  • +0.6 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
    +0.6 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
  • 50% more Stun buildup50% more Stun buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Shockwave radius is 3 metresShockwave radius is 3 metres
  • Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage
    Converts 100% of Physical damage to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShocked based on how much Lightning damage is dealt.
    damage

q20: (0 - 50)% chance to Daze on Hit(0 - 50)% chance to Daze on Hit50% chance to Daze on Hit50% chance to Daze on Hit

GGPK Mechanics

Vaulting Impact

Attack · Melee · Slam · Area · Jumping · Travel · Physical

Skill

Lv. 15+
Vaulting Impact

AttackMeleeSlamAreaJumpingTravelPhysical

Vaulting Impact skill icon

Req: Level 15+Level 15+

Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
to DazedDazed

Some skills and effects have a chance to apply Daze to enemies on HitHits .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
enemies, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
to DazedDazed

Some skills and effects have a chance to apply Daze to enemies on HitHits .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
enemies, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.

Core Mods

  • Impact radius is 2.4 metresImpact radius is 2.4 metres
  • Cannot inflict DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Cannot inflict DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
  • +1 second to Total Attack Time+1 second to Total Attack Time
  • Applies Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    against DazedDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    enemies
    Applies Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    against DazedDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    enemies
  • Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    has 60 second duration, or until DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
    Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    has 60 second duration, or until DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHits .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
  • Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    is removed after the affected enemy takes 10 HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Broken StanceBroken Stance

    Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Broken Stance cannot be DazedDazed again.
    is removed after the affected enemy takes 10 HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.

q20: Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
is removed after the affected enemy takes +(0 - 2) HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
is removed after the affected enemy takes +(0 - 2) HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
is removed after the affected enemy takes +2 HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Broken StanceBroken Stance

Broken Stance is a Debuff inflicted by HitsHits , which stores 10% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be DazedDazed again.
is removed after the affected enemy takes +2 HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.

GGPK Mechanics

Wind Blast

Attack · Melee · Area · Wind

Skill

Lv. 7+
Wind Blast

AttackMeleeAreaWind

Wind Blast skill icon

Req: Level 7+Level 7+

Batter enemies at range by generating a gust of wind as you swing. Enemies will be DazedDazed

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
and Knocked BackKnocked Back

Knockback pushes Enemies away when Hit .
based on how close they are to you.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be DazedDazed

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
and Knocked BackKnocked Back

Knockback pushes Enemies away when Hit .
based on how close they are to you.

Core Mods

  • Cone length is 6 metresCone length is 6 metres
  • DazesDazed

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on Hit
    DazesDazed

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on Hit
  • 150% more Stun buildup150% more Stun buildup
  • Knocks Back EnemiesKnocks Back Enemies

q20: (0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further(0 - 20)% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further20% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further20% more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further

GGPK Mechanics

Break Posture

Support

Support

Lv. 1+
Break Posture
Break Posture skill icon

Supports Attacks, causing them to DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies when they fully Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
.
Supports Attacks, causing them to DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies when they fully Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
.

Core Mods

  • Supported Skills apply DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    when fully Breaking Armour
    Supported Skills apply DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    when fully Breaking Armour
  • DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    lasts for 8 seconds
    DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    lasts for 8 seconds

GGPK Mechanics

Concussive Spells

Support

Support

Lv. 1+
Concussive Spells
Concussive Spells skill icon

Supports Spells which HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies. Supported Skills DazeDaze

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
on Critically HittingCritically Hitting

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill.
Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.
enemies with PhysicalPhysical

10% increased Physical Damage
damage.
Supports Spells which HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies. Supported Skills DazeDaze

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
on Critically HittingCritically Hitting

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill.
Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.
enemies with PhysicalPhysical

10% increased Physical Damage
damage.

Core Mods

  • Supported Skills DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on Critically HittingCritically Hitting

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill.
    Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.
    enemies with PhysicalPhysical

    10% increased Physical Damage
    damage
    Supported Skills DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on Critically HittingCritically Hitting

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill.
    Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.
    enemies with PhysicalPhysical

    10% increased Physical Damage
    damage

GGPK Mechanics

Daze

Support

Support

Lv. 1+
Daze
Daze skill icon

Supports Attacks, causing them to build up DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
based on a portion of PhysicalPhysical

10% increased Physical Damage
Damage dealt.
Supports Attacks, causing them to build up DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
based on a portion of PhysicalPhysical

10% increased Physical Damage
Damage dealt.

GGPK Mechanics

Dazing Cry

Support

Support

Lv. 1+
Dazing Cry
Dazing Cry skill icon

Supports WarcriesWarcries

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, causing them to DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies on use.
Supports WarcriesWarcries

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, causing them to DazeDaze

Some skills and effects have a chance to apply Daze to enemies on Hit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies on use.

Core Mods

  • Supported Skills DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Enemies
    Supported Skills DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Enemies
  • DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    lasts for 4 seconds
    DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on Hit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    lasts for 4 seconds

GGPK Mechanics

Dazzle

Support

Support

Lv. 1+
Dazzle
Dazzle skill icon

Supports Attack Skills. Supported Skills always hit DazedDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies, but ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, and cannot themselves inflict DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
. Cannot Support Skills which ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
.
Supports Attack Skills. Supported Skills always hit DazedDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Enemies, but ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
on HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, and cannot themselves inflict DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
. Cannot Support Skills which ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
DazeDazed

Some skills and effects have a chance to apply Daze to enemies on HitHit .
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
.

Core Mods

  • Supported Skills cannot inflict DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Supported Skills cannot inflict DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
  • DazedDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Enemies cannot Evade Hits from Supported Skills Supported Skills ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    DazedDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Enemies cannot Evade Hits from Supported Skills Supported Skills ConsumeConsume

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    DazeDazed

    Some skills and effects have a chance to apply Daze to enemies on HitHit .
    Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.

Control & Armour Break

Pinned

Effect

You cannot move.

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.

GGPK Mechanics

Artillery Ballista

ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving

Skill

Lv. 23+
Artillery Ballista

ProjectilesFromUserTrappableMineableSummonsTotemSummonsAttackTotemTotemsAreBallistaeUsableWhileMoving

Artillery Ballista skill icon

Req: Level 23+Level 23+

Deploy a BallistaBallista

Ballistas are a type of Totem that use Projectile Attacks .
Totem that rains down a salvo of PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
bolts.
Deploy a BallistaBallista

Ballistas are a type of Totem that use Projectile Attacks .
Totem that rains down a salvo of PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
, MaimingMaiming

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
bolts.

Core Mods

  • Totem gains +(0 - 75)% to all Elemental ResistancesTotem gains +(0 - 75)% to all Elemental ResistancesTotem gains +75% to all Elemental ResistancesTotem gains +75% to all Elemental Resistances
  • Totem gains +(0 - 35)% to Chaos ResistanceTotem gains +(0 - 35)% to Chaos ResistanceTotem gains +35% to Chaos ResistanceTotem gains +35% to Chaos Resistance
  • Limit 1 TotemLimit 1 Totem
  • Totem duration is 12 secondsTotem duration is 12 seconds
  • Bolt impact radius is 2.5 metresBolt impact radius is 2.5 metres
  • Hits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvoHits 4 times per salvo Modifiers to number of Projectiles fired instead apply to number of Hits per salvo
  • Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
  • Pins Enemies as though dealing 600% more DamagePins Enemies as though dealing 600% more Damage
  • MaimMaiming

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit
    MaimMaiming

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Hit

q20: Pins Enemies as though dealing (0 - 200)% more DamagePins Enemies as though dealing (0 - 200)% more DamagePins Enemies as though dealing 200% more DamagePins Enemies as though dealing 200% more Damage

GGPK Mechanics

Bone Cage

Spell · Duration · Area · Physical · Unleashable · Nova · UsableWhileMoving

Skill

Lv. 7+
Bone Cage

SpellDurationAreaPhysicalUnleashableNovaUsableWhileMoving

Bone Cage skill icon

Req: Level 7+Level 7+

Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
those enemies. Raising a new ring of spikes destroys the previous one.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and PinningPinning

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
those enemies. Raising a new ring of spikes destroys the previous one.

Core Mods

  • Deals (10 - 347) to (15 - 521) Physical DamageDeals (10 - 347) to (15 - 521) Physical DamageDeals 347 to 521 Physical DamageDeals 347 to 521 Physical Damage
  • Cage radius is 1.8 metresCage radius is 1.8 metres
  • Explosion radius is 1 metreExplosion radius is 1 metre
  • Cage duration is 1.6 secondsCage duration is 1.6 seconds
  • Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Hits are PinningPinning

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
  • Pins Enemies as though dealing 50% more DamagePins Enemies as though dealing 50% more Damage

q20: Pins Enemies as though dealing (0 - 50)% more DamagePins Enemies as though dealing (0 - 50)% more DamagePins Enemies as though dealing 50% more DamagePins Enemies as though dealing 50% more Damage

GGPK Mechanics

Combat Frenzy

OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace

Skill

Lv. 27+
Combat Frenzy

OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace

Combat Frenzy skill icon

Req: Level 27+Level 27+

While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.
While active, grants you a Frenzy ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
when you FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
or PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
an enemy. This can only occur once every few seconds.

Core Mods

  • Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every (6.1 - 8) seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds
    Gain a Frenzy ChargeFrenzy Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when you FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    or PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    an enemy, no more than once every 8 seconds

q20: (0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(0 - 10)% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
10% chance to gain an additional ChargeFrenzy Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

GGPK Mechanics

Bone Shrapnel

Support

Support

Lv. 1+
Bone Shrapnel
Bone Shrapnel skill icon

Supports Skills which HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies. Supported Skills trigger Bone Shrapnel explosions when killing PinnedPinned

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
Enemies.
Supports Skills which HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies. Supported Skills trigger Bone Shrapnel explosions when killing PinnedPinned

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
Enemies.

Core Mods

  • Supported Skills cannot cause Pin buildupSupported Skills cannot cause Pin buildup
  • Supported Skills trigger Bone Shrapnel Explosions on killing PinnedPinned

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Enemies
    Supported Skills trigger Bone Shrapnel Explosions on killing PinnedPinned

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Enemies
  • Explosion radius is 2 metresExplosion radius is 2 metres
  • Cannot cause Pin buildupCannot cause Pin buildup
  • Deals 25% of PinnedPinned

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    target's Maximum Life as Physical Damage
    Deals 25% of PinnedPinned

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    target's Maximum Life as Physical Damage

GGPK Mechanics

Lockdown

Support

Support

Lv. 1+
Lockdown
Lockdown skill icon

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, causing any PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
buildup it inflicts to be stronger the closer the enemy is to you.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, causing any PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
buildup it inflicts to be stronger the closer the enemy is to you.

Core Mods

  • Supported Skills have 120% more PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup against enemies within 2 metres of you, scaling to no change at 12 metres
    Supported Skills have 120% more PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup against enemies within 2 metres of you, scaling to no change at 12 metres

GGPK Mechanics

Pin I

Support

Support

Lv. 1+
Pin I
Pin I skill icon

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
.

Core Mods

  • Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning
    PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning

GGPK Mechanics

Pin II

Support

Support

Lv. 1+
Pin II
Pin II skill icon

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as ImmobilisedImmobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
, as well as granting Critial Hit ChanceCritial Hit Chance

Critical HitsHits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
against ImmobilisedImmobilised

A target is immobilised if it cannot move, for example due to being Frozen , PinnedPin , Heavy Stunned , or Electrocuted .
enemies.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as ImmobilisedImmobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
, as well as granting Critial Hit ChanceCritial Hit Chance

Critical HitsHits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
against ImmobilisedImmobilised

A target is immobilised if it cannot move, for example due to being Frozen , PinnedPin , Heavy Stunned , or Electrocuted .
enemies.

Core Mods

  • Supported Skills have 50% increased CriticalCritial Hit Chance

    Critical HitsHits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Chance against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , PinnedPin , Heavy Stunned , or Electrocuted .
    Enemies
    Supported Skills have 50% increased CriticalCritial Hit Chance

    Critical HitsHits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Chance against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , PinnedPin , Heavy Stunned , or Electrocuted .
    Enemies
  • Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as ImmobilisedImmobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as ImmobilisedImmobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning
    PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning

GGPK Mechanics

Pin III

Support

Support

Lv. 1+
Pin III
Pin III skill icon

Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
. PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
buildup caused by Supported Skill is lessened, but PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
duration is significantly longer.
Supports any skill that HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies, allowing its PhysicalPhysical

10% increased Physical Damage
damage to PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
enemies but making it unable to StunStun

HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
. PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
buildup caused by Supported Skill is lessened, but PinPin

Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised .
duration is significantly longer.

Core Mods

  • Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Modifiers to StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup for Supported Skills instead apply to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    Buildup Supported Skills cannot cause StunStun

    HitsHits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
    Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHits has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. HitsHits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    Player PhysicalPhysical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster PhysicalPhysical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning
    PhysicalPhysical

    10% increased Physical Damage
    Damage from Supported Skill is Pinning
  • HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    with Supported Skills cause 60% less PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    buildup
    HitsHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    with Supported Skills cause 60% less PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    buildup
  • PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    caused by Supported Skills has 30% more duration
    PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
    Pinned targets count as Immobilised .
    caused by Supported Skills has 30% more duration

Control & Armour Break

Armour Break

Effect

A portion of Armour has been Broken.

GGPK Mechanics

Armour Breaker

Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable

Skill

Lv. 7+
Armour Breaker

AttackMeleeSingleTargetMeleeAreaPhysicalAttackInPlaceTotemable

Armour Breaker skill icon

Req: Level 7+Level 7+

StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.
StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.

Core Mods

  • 40% more attack speed while Dual Wielding40% more attack speed while Dual Wielding
  • +0.2 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
    +0.2 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
  • Knocks Back EnemiesKnocks Back Enemies
  • Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 4918 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 4918 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

q20: Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

GGPK Mechanics

Leap Slam

Attack · Area · Melee · Slam · Totemable · Travel · Jumping

Skill

Lv. 23+
Leap Slam

AttackAreaMeleeSlamTotemableTravelJumping

Leap Slam skill icon

Req: Level 23+Level 23+

Jump into the air, damaging and Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Jump into the air, damaging and Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies with your mace where you land. Enemies you would land on are pushed out of the way.

Core Mods

  • Impact radius is 2.5 metresImpact radius is 2.5 metres
  • Consumes Fully Broken Armour on enemies to cause 500% more Stun buildupConsumes Fully Broken Armour on enemies to cause 500% more Stun buildup
  • While Dual Wielding, both weapons hit with 30% less damageWhile Dual Wielding, both weapons hit with 30% less damage
  • (50 - 88)% more Stun buildup(50 - 88)% more Stun buildup88% more Stun buildup88% more Stun buildup
  • +0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled

q20: (0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour20% more Damage with Hits against Enemies with Fully Broken Armour20% more Damage with Hits against Enemies with Fully Broken Armour

GGPK Mechanics

Armour Piercing Rounds

CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving

Skill

Lv. 1+
Armour Piercing Rounds

CrossbowAmmoSkillReservesManuallyAttackUsableWhileMoving

Armour Piercing Rounds skill icon

Req: Level 1+Level 1+

Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .
with a clip of bolts that can be fired rapidly and Break enemy ArmourBreak enemy Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Using this Skill again reloads the clip.
Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .
with a clip of bolts that can be fired rapidly and Break enemy ArmourBreak enemy Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Using this Skill again reloads the clip.

Core Mods

  • +(12 - 21) Bolts loaded per clip+(12 - 21) Bolts loaded per clip+21 Bolts loaded per clip+21 Bolts loaded per clip
  • Hits Break (1 - 845) ArmourHits Break (1 - 845) ArmourHits Break 845 ArmourHits Break 845 Armour

q20: Break (0 - 20)% increased ArmourBreak (0 - 20)% increased ArmourBreak 20% increased ArmourBreak 20% increased Armour

GGPK Mechanics

Ferocious Roar

Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown

Skill

Lv. 23+
Ferocious Roar

WarcryAreaMetaShapeshiftBearNovaCooldown

Ferocious Roar skill icon

Req: Level 23+Level 23+

ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a BearBear

ShapeshiftingShapeshift into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance ChargeEndurance Charge for every 15 RageRage you spend
and roar in defiance, immediately gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
if there are enemies nearby and EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Attacks to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Alternatively, socketing a human-form WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
into this Skill triggers that WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
ShapeshiftShapeshift

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified.
Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
into a BearBear

ShapeshiftingShapeshift into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering RageRage .
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance ChargeEndurance Charge for every 15 RageRage you spend
and roar in defiance, immediately gaining RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
if there are enemies nearby and EmpoweringEmpowering

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
subsequent Attacks to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Alternatively, socketing a human-form WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
into this Skill triggers that WarcryWarcry

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 7 metres
    WarcryWarcry

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    radius is 7 metres
  • Gain 2 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per enemy Power in range
    Gain 2 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
    Only one Hit every 0.5 seconds can cause you to gain Rage.
    per enemy Power in range
  • EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break (5 - 6147) Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break (5 - 6147) Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break 6147 Armour on Hit
    EmpoweredEmpowering

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attacks Break 6147 Armour on Hit
  • Empowers one Attack per 8 enemy Power in range, counting up to 64 PowerEmpowers one Attack per 8 enemy Power in range, counting up to 64 Power
  • Socketed Skills have 50% increased Area of EffectSocketed Skills have 50% increased Area of Effect
  • Socketed Skills deal (30 - 87)% increased DamageSocketed Skills deal (30 - 87)% increased DamageSocketed Skills deal 87% increased DamageSocketed Skills deal 87% increased Damage

q20: Gain (0 - 1) RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain (0 - 1) RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain 1 RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range
Gain 1 RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
per enemy Power in range

GGPK Mechanics

High Velocity Rounds

CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse

Skill

Lv. 7+
High Velocity Rounds

CrossbowAmmoSkillReservesManuallyAttackUsableWhileMovingConsumesFullyBrokenArmourMirageArcherCanUse

High Velocity Rounds skill icon

Req: Level 7+Level 7+

Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly HitHits enemies have Knockback .
with PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
bolts that apply Riven ArmourRiven Armour

Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
to enemies with Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.
Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly HitHits enemies have Knockback .
with PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
bolts that apply Riven ArmourRiven Armour

Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
to enemies with Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.

Core Mods

  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Bolts PiercePiercing

    Projectiles that Pierce can pass through a target while still damaging them.
    6 Targets
    Bolts PiercePiercing

    Projectiles that Pierce can pass through a target while still damaging them.
    6 Targets
  • Overwhelm 0% Physical Damage ReductionOverwhelm 0% Physical Damage Reduction
  • Applies Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    has 5 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
    Applies Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    has 5 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed

q20: (0 - 20)% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
(0 - 20)% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
20% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
20% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy

GGPK Mechanics

Resonating Shield

Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area

Skill

Lv. 15+
Resonating Shield

AttackMeleePhysicalChannelRequiresShieldUsableWhileMovingArea

Resonating Shield skill icon

Req: Level 15+Level 15+

Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Resonating ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
, your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised and you will BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits.
Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Resonating ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
, your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised and you will BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits.

Core Mods

  • Shockwave radius is 2.3 metresShockwave radius is 2.3 metres
  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • Cannot be Empowered by WarcriesCannot be Empowered by Warcries
  • (4 - 103) to (6 - 155) Base Off Hand Physical Damage(4 - 103) to (6 - 155) Base Off Hand Physical Damage103 to 155 Base Off Hand Physical Damage103 to 155 Base Off Hand Physical Damage
  • 5 to 7 Added Physical Damage per 15 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    5 to 7 Added Physical Damage per 15 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • Hits Break (2 - 1537) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break (2 - 1537) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 1537 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 1537 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

q20: Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

GGPK Mechanics

Shard Scavenger

OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical

Skill

Lv. 27+
Shard Scavenger

OngoingSkillHasReservationBuffPersistentColdLightningPhysical

Shard Scavenger skill icon

Req: Level 27+Level 27+

While active, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
, or Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
on an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
, or Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
on an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.

Core Mods

  • Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is (6.05 - 7) seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is (6.05 - 7) seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is 7 seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is 7 seconds
  • Buff duration is 3 secondsBuff duration is 3 seconds

q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency

GGPK Mechanics

Smash to Smithereens

Attack · Area · Triggered · InbuiltTrigger · Triggerable · NoAttackOrCastTime · AttackInPlace

Skill

Lv. 1+
Smash to Smithereens

AttackAreaTriggeredInbuiltTriggerTriggerableNoAttackOrCastTimeAttackInPlace

Smash to Smithereens skill icon

Req: Level 1+Level 1+

Blows strong enough to Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
an enemy reverberate in an area around the enemy and heavily Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
.
Blows strong enough to Heavy StunHeavy Stun

Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
an enemy reverberate in an area around the enemy and heavily Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
.

Core Mods

  • Impact radius is 1.6 metresImpact radius is 1.6 metres
  • Triggers when you Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    an enemy
    Triggers when you Heavy StunHeavy Stun

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount).
    While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards.
    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    an enemy
  • Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
  • Has no SocketsHas no Sockets
  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 200% of Fire Damage dealt
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 200% of Fire Damage dealt

GGPK Mechanics

Sunder

Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure

Skill

Lv. 32+
Sunder

AttackAreaMeleeSlamTotemableConsumesFullyBrokenArmourCreatesFissure

Sunder skill icon

Req: Level 32+Level 32+

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 ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
applies Sundered ArmourSundered Armour

Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.
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 ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
applies Sundered ArmourSundered Armour

Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.

Core Mods

  • Wave length is 0.9 metresWave length is 0.9 metres
  • Wave causes Shockwaves from up to 7 Enemies in each AreaWave causes Shockwaves from up to 7 Enemies in each Area
  • Inflicts Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    on hitting Fully Armour Broken targets, causing 20% additional increased PhysicalPhysical

    10% increased Physical Damage
    damage taken
    Inflicts Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    on hitting Fully Armour Broken targets, causing 20% additional increased PhysicalPhysical

    10% increased Physical Damage
    damage taken
  • Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    has 6 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
    Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    has 6 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
  • +0.2 metres to wave length for each wave in the Sequence+0.2 metres to wave length for each wave in the Sequence
  • While Dual Wielding, both weapons hit with 30% less damageWhile Dual Wielding, both weapons hit with 30% less damage
  • Shockwave radius is 1.2 metresShockwave radius is 1.2 metres

q20: (0 - 50)% reduced Accuracy penalty based on distance(0 - 50)% reduced Accuracy penalty based on distance50% reduced Accuracy penalty based on distance50% reduced Accuracy penalty based on distance

GGPK Mechanics

Armour Break I

Support

Support

Lv. 1+
Armour Break I
Armour Break I skill icon

Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt.
Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt.

Core Mods

  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill

Control & Armour Break

Fully Broken Armour

Effect

Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.

GGPK Mechanics

Armour Breaker

Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable

Skill

Lv. 7+
Armour Breaker

AttackMeleeSingleTargetMeleeAreaPhysicalAttackInPlaceTotemable

Armour Breaker skill icon

Req: Level 7+Level 7+

StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.
StrikeStrike

A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.

Core Mods

  • 40% more attack speed while Dual Wielding40% more attack speed while Dual Wielding
  • +0.2 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
    +0.2 metres to Melee StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range
  • Knocks Back EnemiesKnocks Back Enemies
  • Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 4918 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 4918 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

q20: Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

GGPK Mechanics

Leap Slam

Attack · Area · Melee · Slam · Totemable · Travel · Jumping

Skill

Lv. 23+
Leap Slam

AttackAreaMeleeSlamTotemableTravelJumping

Leap Slam skill icon

Req: Level 23+Level 23+

Jump into the air, damaging and Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Jump into the air, damaging and Knocking BackKnocking Back

Knockback pushes Enemies away when Hit .
enemies with your mace where you land. Enemies you would land on are pushed out of the way.

Core Mods

  • Impact radius is 2.5 metresImpact radius is 2.5 metres
  • Consumes Fully Broken Armour on enemies to cause 500% more Stun buildupConsumes Fully Broken Armour on enemies to cause 500% more Stun buildup
  • While Dual Wielding, both weapons hit with 30% less damageWhile Dual Wielding, both weapons hit with 30% less damage
  • (50 - 88)% more Stun buildup(50 - 88)% more Stun buildup88% more Stun buildup88% more Stun buildup
  • +0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled+0.65 seconds to Total Attack Time, plus up to +0.5 seconds based on distance travelled

q20: (0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour(0 - 20)% more Damage with Hits against Enemies with Fully Broken Armour20% more Damage with Hits against Enemies with Fully Broken Armour20% more Damage with Hits against Enemies with Fully Broken Armour

GGPK Mechanics

Armour Piercing Rounds

CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving

Skill

Lv. 1+
Armour Piercing Rounds

CrossbowAmmoSkillReservesManuallyAttackUsableWhileMoving

Armour Piercing Rounds skill icon

Req: Level 1+Level 1+

Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .
with a clip of bolts that can be fired rapidly and Break enemy ArmourBreak enemy Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Using this Skill again reloads the clip.
Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly Hit enemies have Knockback .
with a clip of bolts that can be fired rapidly and Break enemy ArmourBreak enemy Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
. Using this Skill again reloads the clip.

Core Mods

  • +(12 - 21) Bolts loaded per clip+(12 - 21) Bolts loaded per clip+21 Bolts loaded per clip+21 Bolts loaded per clip
  • Hits Break (1 - 845) ArmourHits Break (1 - 845) ArmourHits Break 845 ArmourHits Break 845 Armour

q20: Break (0 - 20)% increased ArmourBreak (0 - 20)% increased ArmourBreak 20% increased ArmourBreak 20% increased Armour

GGPK Mechanics

High Velocity Rounds

CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse

Skill

Lv. 7+
High Velocity Rounds

CrossbowAmmoSkillReservesManuallyAttackUsableWhileMovingConsumesFullyBrokenArmourMirageArcherCanUse

High Velocity Rounds skill icon

Req: Level 7+Level 7+

Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly HitHits enemies have Knockback .
with PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
bolts that apply Riven ArmourRiven Armour

Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
to enemies with Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.
Load your CrossbowLoad your Crossbow

Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow . Most Crossbow Ammunition Skills that directly HitHits enemies have Knockback .
with PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
bolts that apply Riven ArmourRiven Armour

Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
to enemies with Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
, causing any HitsHits

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
against those enemies to deal extra damage.

Core Mods

  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Bolts PiercePiercing

    Projectiles that Pierce can pass through a target while still damaging them.
    6 Targets
    Bolts PiercePiercing

    Projectiles that Pierce can pass through a target while still damaging them.
    6 Targets
  • Overwhelm 0% Physical Damage ReductionOverwhelm 0% Physical Damage Reduction
  • Applies Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    has 5 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
    Applies Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    on HitHits

    Any damage that isn't damage over time is Hit damage.
    Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    Riven ArmourRiven Armour

    Riven Armour is a Debuff inflicted by HitsHits , which stores 5% of the Pre-mitigation Physical HitHits damage of the HitHits that inflicts it as its Magnitude .
    The inflicter's subsequent Attack HitsHits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
    Enemies with Riven Armour cannot get their Armour Broken further.
    has 5 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from HitsHits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed

q20: (0 - 20)% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
(0 - 20)% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
20% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy
20% more Projectile Damage after PiercingPiercing

Projectiles that Pierce can pass through a target while still damaging them.
an Enemy

GGPK Mechanics

Resonating Shield

Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area

Skill

Lv. 15+
Resonating Shield

AttackMeleePhysicalChannelRequiresShieldUsableWhileMovingArea

Resonating Shield skill icon

Req: Level 15+Level 15+

Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Resonating ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
, your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised and you will BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits.
Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Resonating ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
, your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised and you will BlockBlock

Blocking completely prevents the damage of an incoming Hit .
You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen .
Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits.

Core Mods

  • Shockwave radius is 2.3 metresShockwave radius is 2.3 metres
  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • Cannot be Empowered by WarcriesCannot be Empowered by Warcries
  • (4 - 103) to (6 - 155) Base Off Hand Physical Damage(4 - 103) to (6 - 155) Base Off Hand Physical Damage103 to 155 Base Off Hand Physical Damage103 to 155 Base Off Hand Physical Damage
  • 5 to 7 Added Physical Damage per 15 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    5 to 7 Added Physical Damage per 15 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the Hit or Parrying the Hit depending on the type of Shield.
    Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • Hits Break (2 - 1537) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break (2 - 1537) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 1537 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break 1537 ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

q20: Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break (0 - 20)% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Break 20% increased ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

GGPK Mechanics

Shard Scavenger

OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical

Skill

Lv. 27+
Shard Scavenger

OngoingSkillHasReservationBuffPersistentColdLightningPhysical

Shard Scavenger skill icon

Req: Level 27+Level 27+

While active, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
, or Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
on an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, ConsumingConsuming

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
FreezeFreeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
, ShockShock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
, IgniteIgnite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
, or Fully Broken ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
on an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenades

Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.

Core Mods

  • Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is (6.05 - 7) seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is (6.05 - 7) seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is 7 seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills .
    Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenades

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon ConsumingConsuming

    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
    Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
    FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
    The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit .
    Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
    The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , or Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Minimum duration between consumptions is 7 seconds
  • Buff duration is 3 secondsBuff duration is 3 seconds

q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency

GGPK Mechanics

Sunder

Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure

Skill

Lv. 32+
Sunder

AttackAreaMeleeSlamTotemableConsumesFullyBrokenArmourCreatesFissure

Sunder skill icon

Req: Level 32+Level 32+

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 ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
applies Sundered ArmourSundered Armour

Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.
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 ArmourFully Broken Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
applies Sundered ArmourSundered Armour

Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.

Core Mods

  • Wave length is 0.9 metresWave length is 0.9 metres
  • Wave causes Shockwaves from up to 7 Enemies in each AreaWave causes Shockwaves from up to 7 Enemies in each Area
  • Inflicts Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    on hitting Fully Armour Broken targets, causing 20% additional increased PhysicalPhysical

    10% increased Physical Damage
    damage taken
    Inflicts Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    on hitting Fully Armour Broken targets, causing 20% additional increased PhysicalPhysical

    10% increased Physical Damage
    damage taken
  • Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    has 6 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
    Sundered ArmourSundered Armour

    Sundered Armour is a Debuff that can be applied to enemies with Fully Broken ArmourFully Broken Armour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourFully Broken Armour .
    Unless otherwise specified, modifiers to Fully Broken ArmourFully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
    has 6 second duration, or until Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased PhysicalPhysical damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    is removed
  • +0.2 metres to wave length for each wave in the Sequence+0.2 metres to wave length for each wave in the Sequence
  • While Dual Wielding, both weapons hit with 30% less damageWhile Dual Wielding, both weapons hit with 30% less damage
  • Shockwave radius is 1.2 metresShockwave radius is 1.2 metres

q20: (0 - 50)% reduced Accuracy penalty based on distance(0 - 50)% reduced Accuracy penalty based on distance50% reduced Accuracy penalty based on distance50% reduced Accuracy penalty based on distance

GGPK Mechanics

Armour Break I

Support

Support

Lv. 1+
Armour Break I
Armour Break I skill icon

Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt.
Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt.

Core Mods

  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill

GGPK Mechanics

Armour Break II

Support

Support

Lv. 1+
Armour Break II
Armour Break II skill icon

Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 15% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
  • 15% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    15% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.

GGPK Mechanics

Armour Break III

Support

Support

Lv. 1+
Armour Break III
Armour Break III skill icon

Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.
Supports Skills that HitHit

Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Enemies, causing those Hits to Break ArmourBreak Armour

Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
based on a portion of Physical DamagePhysical Damage

10% increased Physical Damage
dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance ChargeEndurance Charge

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
.

Core Mods

  • Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 20% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
    Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 20% of Physical DamagePhysical Damage

    10% increased Physical Damage
    dealt by Supported Skill
  • 20% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    20% chance to gain an Endurance ChargeEndurance Charge

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
    There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    when Supported Skills Fully Break ArmourBreak Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damagePhysical Damage from Hits .
    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Sources and reference

Overview

Game Mechanics: Control & Armour Break

  • POE2-specific control and defence-break states, with client definitions and exact skill interactions.
  • Every identity below retains its exact owning GGPK table row and stable ID in the generated catalog. Example cards are selected from the same client through the exact SkillGem/GrantedEffect/ActiveSkill chain and use GGPK-published art plus CSD-translated effect lines.
  • These cards document the POE2 client mechanic and its exact relationships; they do not compare it with another game mode.

Overview

Control & Armour Break: GGPK-owned review

5 exact definitions · 4 presentations

Current client 4.5.5.1: 36 bounded skill/support cards with exact row-level provenance.

  • GGPK
  • Exact IDs
  • Provenance

Reference tables

Control & Armour Break

Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.

Control & Armour Break

MechanicGGPK definitionExact sources
Daze → DazedDamage builds up Daze. Once Daze is applied, the target becomes Dazed and suffers 50% more Stun buildup.BuffDefinitions row 2432 daze_build_up
PinnedYou cannot move.BuffDefinitions row 2197 pinned
Armour BreakA portion of Armour has been Broken.BuffDefinitions row 2221 armour_break_tracker
Fully Broken ArmourDebuff negates all Armour, and causes increased Physical damage taken from Hits except on players.BuffDefinitions row 2222 broken_armour_debuff

Control & Armour Break

#

Overview

Spirit

  • Spirit reserves power for persistent skills, including permanent minions and ongoing buffs. Manage these skills in the Skills Panel; their reservation uses Spirit rather than your castable Mana pool.
  • Your campaign rewards provide 100 permanent maximum Spirit in total. Defeat the bosses below, collect their skulls, then use each skull from your inventory to apply its bonus. Merely collecting the item does not grant the increase.
  • Equipment can provide additional Spirit, including Sceptres. Available Spirit can differ between weapon sets because of equipped weapons, weapon-set passives and the persistent skills enabled for each set.

Reference tables

Permanent Spirit from the campaign

Total: +100 maximum Spirit. The current final reward comes from Lythara in the Interlude. Older guides list Cruel Act 3; Cruel was removed in 0.3.0.

Permanent Spirit from the campaign

CampaignArea / BossUse this itemSpirit
Act 1Freythorn The King in the MistsGembloom Skull+30
Act 3The Azak Bog Ignagduk, the Bog WitchGemrot Skull+30
Interlude — Mount KriarKriar Village Lythara, the Wayward SpearGemcrust Skull+40

Spirit

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POE2 Game Mechanics Reference

Explore Path of Exile 2 Spirit and its campaign rewards, charges, auras, ailments, curses, ground effects, buffs, debuffs, control and Armour Break mechanics.