Game Mechanics
Choose a topic to explore its effects and related skills.
POE1 Forbidden Rites · 2026-09-16T15:00:00.000Z
Sign in is coming soon.
POE2 / Mechanics
Choose a topic to explore its effects and related skills.

Charge types and the skills that generate or consume them.

Aura skills and the effects they provide.

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

Curse effects and the skills that apply them.

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

Beneficial effects and examples of skills that grant them.

Harmful effects beyond ailments, with related skill and support examples.
Control effects and Armour Break, with related skill interactions.
Spirit reservation and the campaign bosses that grant permanent Spirit.
Client definitions and skill examples are available in the source catalog. Ground-effect summaries and additional rule sources are labeled in their guide.
Charge

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
Attack · Melee · Area · Slam · Projectile · RangedAttack · ProjectilesNotFromUser
Skill
AttackMeleeAreaSlamProjectileRangedAttackProjectilesNotFromUser
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.
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. Consumed20% 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. Consumed20% 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
Attack · Melee · MeleeSingleTarget · Area · ConsumesCharges · SkillConsumesPowerChargesOnUse
Skill
AttackMeleeMeleeSingleTargetAreaConsumesChargesSkillConsumesPowerChargesOnUse
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.
q20: (0 - 20)% more Critical Hit Chance(0 - 20)% more Critical Hit Chance20% more Critical Hit Chance20% more Critical Hit Chance
GGPK Mechanics
Spell · Totemable · Trappable · Mineable · UsableWhileMoving · Damage · GeneratesCharges
Skill
SpellTotemableTrappableMineableUsableWhileMovingDamageGeneratesCharges
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.
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 Cull10% 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 Cull10% 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
Minion · MinionsCanExplode · Totemable · CreatesMinion · UsableWhileMoving · Duration · TargetsDestructibleCorpses
Skill
MinionMinionsCanExplodeTotemableCreatesMinionUsableWhileMovingDurationTargetsDestructibleCorpses
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.
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
Spell · Triggerable · Triggered · InbuiltTrigger · AttackInPlace
Skill
SpellTriggerableTriggeredInbuiltTriggerAttackInPlace
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.
GGPK Mechanics
Spell · Channel · Projectile · Physical · UsableWhileMoving · Area · ConsumesCharges
Skill
SpellChannelProjectilePhysicalUsableWhileMovingAreaConsumesCharges
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.
q20: (0 - 10)% more Cast Speed(0 - 10)% more Cast Speed10% more Cast Speed10% more Cast Speed
GGPK Mechanics
OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentAttackInPlace
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.
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) secondsConsumes 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) secondsConsumes 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 secondsConsumes 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
Spell · Duration · Buff · ConsumesCharges · SkillConsumesPowerChargesOnUse · HasUsageCondition · RequiresCharges
Skill
SpellDurationBuffConsumesChargesSkillConsumesPowerChargesOnUseHasUsageConditionRequiresCharges
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.
q20: (0 - 20)% increased Skill Effect Duration(0 - 20)% increased Skill Effect Duration20% increased Skill Effect Duration20% increased Skill Effect Duration
GGPK Mechanics
Attack · TargetsDestructibleCorpses · Melee · Area · Movement · Shapeshift · Wyvern
Skill
AttackTargetsDestructibleCorpsesMeleeAreaMovementShapeshiftWyvern
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.
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. consumption50% 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. consumption50% 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
Damage · Shapeshift · Attack · Fire · Area · Duration · CreatesGroundEffect
Skill
DamageShapeshiftAttackFireAreaDurationCreatesGroundEffect
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.
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) secondRageRage
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) secondRageRage
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 secondRageRage
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

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
Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff
Skill
SpellDurationModifiesNextSkillCooldownConsumesChargesUsableWhileMovingBuff
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.
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 DamageRepeatsRepeatable
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 DamageRepeatsRepeatable
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 DamageRepeatsRepeatable
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
Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving
Skill
TrappableTotemableMineableMulticastableTriggerableDurationUsableWhileMoving
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..
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 BonusNext 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 BonusNext 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 BonusNext 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
OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentAttackInPlace
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.
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) secondsConsumes 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) secondsConsumes 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 secondsConsumes 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
OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace
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.
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
Attack · MeleeSingleTarget · Melee · Area · GeneratesCharges
Skill
AttackMeleeSingleTargetMeleeAreaGeneratesCharges
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.
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
Attack · Melee · Area · Movement · Travel · MeleeSingleTarget · Jumping
Skill
AttackMeleeAreaMovementTravelMeleeSingleTargetJumping
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 ..
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
Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable
Skill
ProjectileProjectilesFromUserAttackAreaUsableWhileMovingSpearBarrageable
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..
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
GGPK Mechanics
Attack · RangedAttack · Area · Cold · Projectile · Spear · ProjectileSpeed
Skill
AttackRangedAttackAreaColdProjectileSpearProjectileSpeed
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.
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
Spell · Duration · ModifiesNextSkill · Cooldown · ConsumesCharges · UsableWhileMoving · Buff
Skill
SpellDurationModifiesNextSkillCooldownConsumesChargesUsableWhileMovingBuff
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..
q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Lightning · Area
Skill
AttackRangedAttackProjectileProjectileSpeedProjectilesFromUserLightningArea
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.
q20: Fires (0 - 2) boltsFires (0 - 2) boltsFires 2 boltsFires 2 bolts
Charge

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
Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova
Skill
BuffAreaDurationWarcryConsumesChargesHasUsageConditionNova
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.
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
Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill
Skill
WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill
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..
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 . buildupBuff 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 . buildupBuff 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 . buildupBuff 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
OngoingSkill · HasReservation · Buff · Persistent · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentAttackInPlace
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.
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) secondsConsumes 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) secondsConsumes 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 secondsConsumes 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
Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown
Skill
WarcryAreaMetaShapeshiftBearNovaCooldown
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..
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 rangeGain (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 rangeGain 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 rangeGain 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
Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical
Skill
WarcryAreaDurationDamageConsumesChargesCooldownPhysical
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..
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
Warcry · Area · Duration · Fire · Cooldown · ConsumesCharges · EmpowersOtherSkill
Skill
WarcryAreaDurationFireCooldownConsumesChargesEmpowersOtherSkill
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..
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 damageEmpoweredEmpowering
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 damageEmpoweredEmpowering
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 damageEmpoweredEmpowering
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
Buff · OngoingSkill · HasReservation · Fire · Persistent · GeneratesCharges
Skill
BuffOngoingSkillHasReservationFirePersistentGeneratesCharges
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..
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
Warcry · Area · Damage · ConsumesCharges · SkillConsumesEnduranceChargesOnUse · Cooldown · Physical
Skill
WarcryAreaDamageConsumesChargesSkillConsumesEnduranceChargesOnUseCooldownPhysical
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..
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 damageEmpoweredEmpowers
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 damageEmpoweredEmpowers
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 damageEmpoweredEmpowers
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
SummonsTotem · Duration · Trappable · Mineable · Meta · Limit · HasUsageCondition
Skill
SummonsTotemDurationTrappableMineableMetaLimitHasUsageCondition
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.
q20: Totem duration is (0 - 4) secondsTotem duration is (0 - 4) secondsTotem duration is 4 secondsTotem duration is 4 seconds
GGPK Mechanics
Support
Support
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..

3 exact definitions · 3 presentations
Current client 4.5.5.1: 30 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Power Charges | You have Power Charges. These can interact with or augment certain skills and effects. | BuffDefinitions row 32 power_charge |
| Frenzy Charges | You have Frenzy Charges. These can interact with or augment certain skills and effects. | BuffDefinitions row 30 frenzy_charge |
| Endurance Charges | You have Endurance Charges. These can interact with or augment certain skills and effects. | BuffDefinitions row 31 endurance_charge |
GGPK Mechanics
OngoingSkill · HasReservation · Buff · Persistent · Aura · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentAuraAttackInPlace
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..
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 secondGrants 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 secondGrants 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 secondGrants 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
Area · Buff · HasReservation · Aura · AreaSpell · OngoingSkill · Persistent
Skill
AreaBuffHasReservationAuraAreaSpellOngoingSkillPersistent
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.
q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency
GGPK Mechanics
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceAttackInPlace
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..
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 RateAura 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 RateAura 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 RateAura 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
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Damage
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceDamage
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.
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 damageAdditional 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 damageAdditional 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 damageAdditional 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
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Cold
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceCold
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..
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. inflicted20% 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. inflicted20% 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
Buff · HasReservation · Aura · OngoingSkill · Persistent · Chaos · AffectsPresence
Skill
BuffHasReservationAuraOngoingSkillPersistentChaosAffectsPresence
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..
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
Buff · HasReservation · Aura · OngoingSkill · Persistent · Duration · AffectsPresence
Skill
BuffHasReservationAuraOngoingSkillPersistentDurationAffectsPresence
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..
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) secondCritical 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) secondCritical 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 secondCritical 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
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · AttackInPlace
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceAttackInPlace
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.
q20: (0 - 15)% increased Aura Magnitudes(0 - 15)% increased Aura Magnitudes15% increased Aura Magnitudes15% increased Aura Magnitudes
GGPK Mechanics
Buff · HasReservation · Aura · OngoingSkill · Persistent · Fire · AffectsPresence
Skill
BuffHasReservationAuraOngoingSkillPersistentFireAffectsPresence
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..
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
Buff · HasReservation · Aura · OngoingSkill · Persistent · Cold · AffectsPresence
Skill
BuffHasReservationAuraOngoingSkillPersistentColdAffectsPresence
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..
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
Buff · HasReservation · Aura · OngoingSkill · Persistent · Lightning · AffectsPresence
Skill
BuffHasReservationAuraOngoingSkillPersistentLightningAffectsPresence
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..
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
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceChaos
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..
q20: WitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is (0 - 1) secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is (0 - 1) secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is 1 secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is 1 second

12 exact definitions · 12 presentations
Current client 4.5.5.1: 12 bounded skill/support cards with exact row-level provenance.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Alchemist's Boon | While 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 |
| Blasphemy | Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies. | ActiveSkills row 808 blasphemy |
| Discipline | Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield. | ActiveSkills row 96 discipline |
| Fulmination | While 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 Ice | Chills all enemies in your Presence. | ActiveSkills row 1006 heart_of_ice |
| Impurity | Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence. | ActiveSkills row 141 impurity |
| Malice | While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence. | ActiveSkills row 821 malice |
| Overwhelming Presence | While 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 Fire | Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence. | ActiveSkills row 138 purity_of_fire |
| Purity of Ice | Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence. | ActiveSkills row 139 purity_of_ice |
| Purity of Lightning | Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence. | ActiveSkills row 140 purity_of_lightning |
| Withering Presence | While active, emits an Aura that periodically Withers enemies in your Presence. | ActiveSkills row 899 withering_presence |
Ailment

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
Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion
Skill
MinionCreatesMinionHasReservationPersistentPhysicalCompanionCreatesCompanion
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.
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
Attack · ProjectilesFromUser · Triggerable · Area · Projectile · Physical · UsableWhileMoving
Skill
AttackProjectilesFromUserTriggerableAreaProjectilePhysicalUsableWhileMoving
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..
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
Attack · Melee · MeleeSingleTarget · Movement · Physical · Area · Spear
Skill
AttackMeleeMeleeSingleTargetMovementPhysicalAreaSpear
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 ..
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
Trappable · Totemable · Mineable · Multicastable · Triggerable · Duration · UsableWhileMoving
Skill
TrappableTotemableMineableMulticastableTriggerableDurationUsableWhileMoving
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..
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
Spell · Duration · Area · Physical · Unleashable · UsableWhileMoving · Damage
Skill
SpellDurationAreaPhysicalUnleashableUsableWhileMovingDamage
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..
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
Spell · Damage · Trappable · Totemable · Mineable · Chains · Multicastable
Skill
SpellDamageTrappableTotemableMineableChainsMulticastable
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..
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
OngoingSkill · HasReservation · Buff · Persistent · Herald · UseGlobalStats · Area
Skill
OngoingSkillHasReservationBuffPersistentHeraldUseGlobalStatsArea
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..
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 DamageDeals (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 DamageDeals 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 DamageDeals 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
Attack · Melee · Area · MeleeSingleTarget · Spear · Physical · Movement
Skill
AttackMeleeAreaMeleeSingleTargetSpearPhysicalMovement
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.
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

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
Buff · Area · Duration · Warcry · ConsumesCharges · HasUsageCondition · Nova
Skill
BuffAreaDurationWarcryConsumesChargesHasUsageConditionNova
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.
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
Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable
Skill
SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable
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.
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
OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentDodgeReplacementDetonatorAttackInPlace
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.
q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate
GGPK Mechanics
HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold
Skill
HasReservationOngoingSkillMetaPersistentBuffFireCold
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..
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. gained15% 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. gained15% 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · CanHaveMultipleOngoingSkillInstances
Skill
HasReservationOngoingSkillMetaPersistentBuffFireCanHaveMultipleOngoingSkillInstances
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..
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. gained15% 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. gained15% 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation
Skill
HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation
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..
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 100Maximum 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
Attack · MeleeSingleTarget · Melee · Lightning · Cold · Fire · Spear
Skill
AttackMeleeSingleTargetMeleeLightningColdFireSpear
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 ..
GGPK Mechanics
Attack · Area · Spear · Melee · Fire · Cold · Lightning
Skill
AttackAreaSpearMeleeFireColdLightning
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.
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

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
Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageDurationTrappableTotemableMineableMulticastable
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.
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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..
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
Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage
Skill
SpellBuffHasReservationColdOngoingSkillPersistentDamage
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.
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
Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill
Skill
WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill
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..
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 . buildupBuff 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 . buildupBuff 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 . buildupBuff 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
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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.
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
Attack · RangedAttack · Cold · Area · ProjectileSpeed · ProjectileNumber · ProjectilesNumberModifiersNotApplied
Skill
AttackRangedAttackColdAreaProjectileSpeedProjectileNumberProjectilesNumberModifiersNotApplied
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.
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 . Buildup120% 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 . Buildup120% 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
Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried
Skill
AttackMeleeSingleTargetMeleeAreaSpearColdSkillConsumesParried
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..
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
Damage · Area · Cold · Projectile · ProjectilesFromUser · Attack · RangedAttack
Skill
DamageAreaColdProjectileProjectilesFromUserAttackRangedAttack
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.
q20: (0 - 40)% more Freeze Buildup(0 - 40)% more Freeze Buildup40% more Freeze Buildup40% more Freeze Buildup
Ailment

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
Spell · Damage · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageDurationTrappableTotemableMineableMulticastable
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.
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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..
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
Spell · Buff · HasReservation · Cold · OngoingSkill · Persistent · Damage
Skill
SpellBuffHasReservationColdOngoingSkillPersistentDamage
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.
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
Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill
Skill
WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill
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..
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 . buildupBuff 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 . buildupBuff 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 . buildupBuff 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold
Skill
HasReservationOngoingSkillMetaPersistentBuffFireCold
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..
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. gained15% 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. gained15% 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · Cold · CanHaveMultipleOngoingSkillInstances
Skill
HasReservationOngoingSkillMetaPersistentBuffColdCanHaveMultipleOngoingSkillInstances
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..
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. gained15% 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. gained15% 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
OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace
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.
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
HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation
Skill
HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation
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..
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 100Maximum 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

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
Spell · Projectile · Damage · Trappable · Totemable · Mineable · Chains
Skill
SpellProjectileDamageTrappableTotemableMineableChains
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.
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) timesChainsChains
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) timesChainsChains
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 timesChainsChains
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
Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable
Skill
AttackRangedAttackMirageArcherCanUseAreaProjectileProjectilesFromUserTotemable
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.
q20: (0 - 40)% more chance to Shock(0 - 40)% more chance to Shock40% more chance to Shock40% more chance to Shock
GGPK Mechanics
Spell · Damage · Area · Duration · Trappable · Totemable · Mineable
Skill
SpellDamageAreaDurationTrappableTotemableMineable
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.
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
Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area
Skill
SpellDamageChainsTriggerableLightningUsableWhileMovingArea
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.
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) timesChainsChaining
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) timesChainsChaining
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 timesChainsChaining
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
Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable
Skill
SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable
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.
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
HasReservation · OngoingSkill · Meta · Persistent · Buff · Fire · Cold
Skill
HasReservationOngoingSkillMetaPersistentBuffFireCold
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..
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. gained15% 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. gained15% 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · Lightning · CanHaveMultipleOngoingSkillInstances
Skill
HasReservationOngoingSkillMetaPersistentBuffLightningCanHaveMultipleOngoingSkillInstances
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..
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. gained15% 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. gained15% 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
HasReservation · OngoingSkill · Meta · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · Invocation
Skill
HasReservationOngoingSkillMetaPersistentBuffCanHaveMultipleOngoingSkillInstancesInvocation
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..
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 100Maximum 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

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
Spell · Damage · Chains · Triggerable · Lightning · UsableWhileMoving · Area
Skill
SpellDamageChainsTriggerableLightningUsableWhileMovingArea
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.
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) timesChainsChaining
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) timesChainsChaining
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 timesChainsChaining
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
OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace
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.
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
Area · Hazard · Duration · Attack · Damage · Limit · UseGlobalStats
Skill
AreaHazardDurationAttackDamageLimitUseGlobalStats
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.
GGPK Mechanics
Attack · RangedAttack · Projectile · Lightning · Duration · CannotChain · ProjectileNoCollision
Skill
AttackRangedAttackProjectileLightningDurationCannotChainProjectileNoCollision
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.
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. DamageHits 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. DamageHits 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. DamageHits 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
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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.
q20: (0 - 40)% more Electrocution buildup(0 - 40)% more Electrocution buildup40% more Electrocution buildup40% more Electrocution buildup
GGPK Mechanics
Spell · Nova · Area · UsableWhileMoving · Damage · Cooldown
Skill
SpellNovaAreaUsableWhileMovingDamageCooldown
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.
GGPK Mechanics
Attack · RangedAttack · MirageArcherCanUse · Area · Projectile · ProjectilesFromUser · Totemable
Skill
AttackRangedAttackMirageArcherCanUseAreaProjectileProjectilesFromUserTotemable
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..
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. Damage20% 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. Damage20% 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
Attack · Area · Wall · Lightning · UsableWhileMoving · Totemable
Skill
AttackAreaWallLightningUsableWhileMovingTotemable
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.
q20: (0 - 40)% increased Skill Effect Duration(0 - 40)% increased Skill Effect Duration40% increased Skill Effect Duration40% increased Skill Effect Duration
Ailment

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
Attack · ProjectilesFromUser · Triggerable · Area · Projectile · UsableWhileMoving · ProjectileNoCollision
Skill
AttackProjectilesFromUserTriggerableAreaProjectileUsableWhileMovingProjectileNoCollision
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..
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
Attack · Area · Chaos · Physical · Triggered · InbuiltTrigger · Triggerable
Skill
AttackAreaChaosPhysicalTriggeredInbuiltTriggerTriggerable
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..
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
Spell · Damage · Area · Trappable · Totemable · Mineable · AreaSpell
Skill
SpellDamageAreaTrappableTotemableMineableAreaSpell
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.
q20: Cloud duration is (0 - 1) secondCloud duration is (0 - 1) secondCloud duration is 1 secondCloud duration is 1 second
GGPK Mechanics
Attack · RangedAttack · Projectile · ProjectilesFromUser · Barrageable · Duration · UsableWhileMoving
Skill
AttackRangedAttackProjectileProjectilesFromUserBarrageableDurationUsableWhileMoving
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.
q20: Impact radius is (0 - 0.4) metresImpact radius is (0 - 0.4) metresImpact radius is 0.4 metresImpact radius is 0.4 metres
GGPK Mechanics
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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.
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentHeraldChaosAttackInPlace
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.
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 them20% 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 them20% 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
Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace
Skill
BuffOngoingSkillHasReservationPersistentAttackInPlace
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.
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
Attack · RangedAttack · Projectile · Barrageable · UsableWhileMoving · CanBecomeArrowRain · Area
Skill
AttackRangedAttackProjectileBarrageableUsableWhileMovingCanBecomeArrowRainArea
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.
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. inflicted10% 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. inflicted10% 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

7 exact definitions · 7 presentations
Current client 4.5.5.1: 56 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Bleeding | Debuff inflicts Physical damage over time. This Damage bypasses Energy Shield. | BuffDefinitions row 153 bleeding |
| Ignited | Debuff inflicts Fire damage over time | BuffDefinitions row 0 ignited |
| Chilled | Slowed. | BuffDefinitions row 1 chilled |
| Frozen | Cannot move or take actions | BuffDefinitions row 2 frozen |
| Shocked | Debuff inflicts increased damage taken | BuffDefinitions row 3 shocked |
| Electrified | Lightning damage causes Electrocution buildup. | BuffDefinitions row 2802 receive_electrocution_buildup |
| Poisoned | Debuff inflicts Chaos damage over time which bypasses Energy Shield. | BuffDefinitions row 13 poison |
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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.
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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.
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
GGPK Mechanics
Spell · Area · Duration · Trappable · Totemable · Mineable · Multicastable
Skill
SpellAreaDurationTrappableTotemableMineableMulticastable
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..
q20: (0 - 10)% increased Curse Magnitudes(0 - 10)% increased Curse Magnitudes10% increased Curse Magnitudes10% increased Curse Magnitudes
Base: Lazuli Ring
"Where her mouth should have been there was only a whirling, black void."
Base: Plated Buckler
Req: 18 Dex
| Block chance | Evasion Rating |
|---|---|
| 20% | 55 |
""Resist for long enough, and your oppressor will lose his will. Then, you've won.""
Base: Aged Cuffs
Req: 13 Str | 13 Int
| Armour | Energy Shield |
|---|---|
| 36 | 13 |
"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
Base: Amethyst Ring
"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."
Base: Acrid Wand
Req: 60 Int
"Lost in the Black Fen, Erian hoped that dawn would save him. He had no idea how far away the light truly was."
Base: Feathered Sandals
Req: 45 Int
Energy Shield: 81
"The mocking wind, a shielding spell, The haunting screams, a maddening hell"
Base: Artillery Bow
Req: 80 Dex
| Physical Damage | Fire Damage | Critical Hit Chance | Attacks per Second |
|---|---|---|---|
| 39-72 | 91-126 | 5.00% | 1.10 |
"The power of the Allflame rends souls just as easily as flesh."
Base: Twisted Wand
Req: 114 Int
"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."
Base: Assassin Garb
Req: 67 Dex | 67 Int
| Evasion Rating | Energy Shield |
|---|---|
| 737 | 226 |
"Curse their vile Council, They cast me aside as if I am some bastard child. If they only knew the power I possess."

8 exact definitions · 8 presentations
Current client 4.5.5.1: 8 bounded skill/support cards with exact row-level provenance.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Temporal Chains | Curse Slows and makes other effects expire more slowly. | BuffDefinitions row 85 curse_temporal_chains |
| Elemental Weakness | Curse inflicts lowered Elemental Resistances. | BuffDefinitions row 86 curse_elemental_weakness |
| Flammability | Curse inflicts lowered Fire Resistance. | BuffDefinitions row 87 curse_fire_weakness |
| Hypothermia | Curse inflicts lowered Cold Resistance. | BuffDefinitions row 88 curse_cold_weakness |
| Conductivity | Curse inflicts lowered Lightning Resistance. | BuffDefinitions row 89 curse_lightning_weakness |
| Enfeeble | Curse inflicts less damage dealt. | BuffDefinitions row 91 curse_enfeeble |
| Vulnerability | Curse removes a portion of Total Armour. | BuffDefinitions row 92 curse_vulnerability |
| Despair | Curse inflicts lowered Chaos Resistance. | BuffDefinitions row 923 curse_chaos_weakness |
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.
GGPK Mechanics
Spell · Damage · Projectile · ProjectilesFromUser · Area · Totemable · Trappable
Skill
SpellDamageProjectileProjectilesFromUserAreaTotemableTrappable
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.
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
Projectile · ProjectilesFromUser · Attack · Area · UsableWhileMoving · Spear · Barrageable
Skill
ProjectileProjectilesFromUserAttackAreaUsableWhileMovingSpearBarrageable
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..
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
GGPK Mechanics
Spell · Damage · Totemable · Fire · Channel · Area · AreaSpell
Skill
SpellDamageTotemableFireChannelAreaAreaSpell
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.
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. duration20% 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. duration20% 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
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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..
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · Area · Projectile · Fire · RangedAttack · Spear · Sustained
Skill
AttackAreaProjectileFireRangedAttackSpearSustained
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.
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 use25% 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 use25% 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
Attack · Buff · Duration · UsableWhileMoving · HasUsageCondition · Shapeshift · Bear
Skill
AttackBuffDurationUsableWhileMovingHasUsageConditionShapeshiftBear
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.
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 . damageBuff 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 . damageBuff 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 . damageBuff 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
Support
Support
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.
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.
GGPK Mechanics
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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..
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
Warcry · Area · Duration · Cold · Damage · Cooldown · EmpowersOtherSkill
Skill
WarcryAreaDurationColdDamageCooldownEmpowersOtherSkill
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..
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 . buildupBuff 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 . buildupBuff 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 . buildupBuff 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
Attack · MeleeSingleTarget · Melee · Area · Spear · Cold · SkillConsumesParried
Skill
AttackMeleeSingleTargetMeleeAreaSpearColdSkillConsumesParried
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..
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
Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving
Skill
SpellBuffCooldownColdInstantNoRepeatWhenHeldInstantShiftAttackForLeftMouseUsableWhileMoving
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..
GGPK Mechanics
Area · Spell · Cold · Damage · Cooldown · AttackInPlace
Skill
AreaSpellColdDamageCooldownAttackInPlace
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.
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
GGPK Mechanics
Area · Spell · Duration · Buff · Cooldown · AttackInPlace
Skill
AreaSpellDurationBuffCooldownAttackInPlace
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.
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 secondOasis 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 secondOasis 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 secondOasis 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
Spell · Buff · Duration · UsableWhileMoving · Area · Cold · Physical
Skill
SpellBuffDurationUsableWhileMovingAreaColdPhysical
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.
q20: (0 - 20)% increased Area of Effect(0 - 20)% increased Area of Effect20% increased Area of Effect20% increased Area of Effect
GGPK Mechanics
Support
Support
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.
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.
GGPK Mechanics
Spell · Damage · Area · Duration · Trappable · Totemable · Mineable
Skill
SpellDamageAreaDurationTrappableTotemableMineable
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.
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
Attack · Channel · Travel · PerfectTiming · Lightning · Area · Melee
Skill
AttackChannelTravelPerfectTimingLightningAreaMelee
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 ..
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. window20% 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. window20% 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
Minion · MinionsCanExplode · CreatesMinion · CreatesUndeadMinion · CreatesSkeletonMinion · HasReservation · Persistent
Skill
MinionMinionsCanExplodeCreatesMinionCreatesUndeadMinionCreatesSkeletonMinionHasReservationPersistent
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..
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
Projectile · ProjectilesFromUser · Lightning · Damage · Attack · Area · UsableWhileMoving
Skill
ProjectileProjectilesFromUserLightningDamageAttackAreaUsableWhileMoving
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.
q20: Limit (0 - 1) lodged spearLimit (0 - 1) lodged spearLimit 1 lodged spearLimit 1 lodged spear
GGPK Mechanics
Attack · Area · Travel · Spear · Jumping · Slam · Lightning
Skill
AttackAreaTravelSpearJumpingSlamLightning
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.
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
Area · Lightning · Attack · Triggered · InbuiltTrigger · Triggerable · Instant
Skill
AreaLightningAttackTriggeredInbuiltTriggerTriggerableInstant
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..
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
Support
Support
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.
GGPK Mechanics
Support
Support
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.
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
Spell · Duration · Triggerable · Area · AreaSpell · Nova · Cascadable
Skill
SpellDurationTriggerableAreaAreaSpellNovaCascadable
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.
q20: (0 - 10)% increased Cast Speed(0 - 10)% increased Cast Speed10% increased Cast Speed10% increased Cast Speed
GGPK Mechanics
Support
Support
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.
Ground effect
You are taking Chaos Damage while standing on Desecrated Ground
Ground effect
You are taking Chaos Damage from standing in Caustic Ground
Ground effect
Your movement speed is reduced while standing in tar

7 exact definitions · 7 presentations
Current client 4.5.5.1: 25 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Ignited Ground | A named fire ground state. Its selected GGPK skill cards provide the exact creating and interaction text. | BuffDefinitions row 180 ignited_ground |
| Chilled Ground | A named cold ground state. Its selected GGPK skill cards provide the exact creating and interaction text. | BuffDefinitions row 182 chilled_ground |
| Shocked Ground | A named lightning ground state. Its selected GGPK skill cards provide the exact creating and interaction text. | BuffDefinitions row 245 shocked_ground |
| Consecrated Ground | Grants Life Regeneration, and reduces the effect of Curses on you. | BuffDefinitions row 221 ground_consecration |
| Desecrated Ground | You are taking Chaos Damage while standing on Desecrated Ground | BuffDefinitions row 220 ground_desecration |
| Caustic Ground | You are taking Chaos Damage from standing in Caustic Ground | BuffDefinitions row 480 caustic_cloud |
| Tarred Ground | Your movement speed is reduced while standing in tar | BuffDefinitions row 183 ground_tar_slow |
Buff

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
Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace
Skill
BuffOngoingSkillHasReservationPersistentAttackInPlace
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.
q20: Buff grants (0 - 5)% more damageBuff grants (0 - 5)% more damageBuff grants 5% more damageBuff grants 5% more damage
GGPK Mechanics
Attack · Area · Slam · Cold · Physical · CreatesFissure · Duration
Skill
AttackAreaSlamColdPhysicalCreatesFissureDuration
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.
q20: Calls down (0 - 4) StarsCalls down (0 - 4) StarsCalls down 4 StarsCalls down 4 Stars
Buff

All damage from Hits is taken from this buff before your Life or Energy Shield.
GGPK Mechanics
Spell · Buff · Guard · Duration · Physical
Skill
SpellBuffGuardDurationPhysical
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..
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. consumedGain 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. consumedGain 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. consumedGain 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
Warcry · Area · Duration · Damage · ConsumesCharges · Cooldown · Physical
Skill
WarcryAreaDurationDamageConsumesChargesCooldownPhysical
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..
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
Spell · Buff · Area · Cascadable · Nova · Triggerable
Skill
SpellBuffAreaCascadableNovaTriggerable
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..
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 . spentPulse 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 . spentPulse 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 . spentPulse 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
Support
Support
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.
GGPK Mechanics
Support
Support
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 ..
GGPK Mechanics
Support
Support
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.
GGPK Mechanics
Support
Support
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.
Buff

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

Energy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield.
GGPK Mechanics
Buff · OngoingSkill · HasReservation · Persistent · ReserveInAllSets · AttackInPlace
Skill
BuffOngoingSkillHasReservationPersistentReserveInAllSetsAttackInPlace
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.
q20: Buff duration is (0 - 0.5) secondsBuff duration is (0 - 0.5) secondsBuff duration is 0.5 secondsBuff duration is 0.5 seconds

4 exact definitions · 4 presentations
Current client 4.5.5.1: 10 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Onslaught | You have 20% increased Skill Speed and 10% increased movement speed | BuffDefinitions row 227 onslaught |
| Guard | All damage from Hits is taken from this buff before your Life or Energy Shield. | BuffDefinitions row 2148 guard_flask_damage_absorption |
| Blood Rage | 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. | BuffDefinitions row 14 blood_rage |
| Convalescence | Energy Shield Recharge cannot be interrupted. This Buff is removed at maximum Energy Shield. | BuffDefinitions row 2710 convalescence_energy_shield |
Debuff

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
ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving
Skill
ProjectilesFromUserTrappableMineableSummonsTotemSummonsAttackTotemTotemsAreBallistaeUsableWhileMoving
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.
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
Minion · CreatesMinion · HasReservation · Persistent · Physical · Companion · CreatesCompanion
Skill
MinionCreatesMinionHasReservationPersistentPhysicalCompanionCreatesCompanion
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.
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
Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion
Skill
MinionHasReservationPersistentPhysicalCompanionCreatesCompanionCreatesMinion
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..
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
Attack · Melee · MeleeSingleTarget · Area · Spear · Physical · Duration
Skill
AttackMeleeMeleeSingleTargetAreaSpearPhysicalDuration
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.
GGPK Mechanics
Attack · Area · Melee · Sustained · Spear · Hazard · Duration
Skill
AttackAreaMeleeSustainedSpearHazardDuration
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.
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
HasReservation · OngoingSkill · Persistent · Buff · CanHaveMultipleOngoingSkillInstances · GeneratesEnergy · Triggers
Skill
HasReservationOngoingSkillPersistentBuffCanHaveMultipleOngoingSkillInstancesGeneratesEnergyTriggers
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.
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
Companion · Minion · CreatesMinion · HasReservation · Persistent · CreatesCompanion · AttackInPlace
Skill
CompanionMinionCreatesMinionHasReservationPersistentCreatesCompanionAttackInPlace
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
GGPK Mechanics
Support
Support
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.
Debuff

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
OngoingSkill · HasReservation · Buff · Persistent · DodgeReplacement · Detonator · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentDodgeReplacementDetonatorAttackInPlace
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.
q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Grenade
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownGrenade
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.
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Spell · Buff · Cooldown · Cold · InstantNoRepeatWhenHeld · InstantShiftAttackForLeftMouse · UsableWhileMoving
Skill
SpellBuffCooldownColdInstantNoRepeatWhenHeldInstantShiftAttackForLeftMouseUsableWhileMoving
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..
GGPK Mechanics
Attack · Area · Physical · MeleeSingleTarget · Duration · Palm · Buff
Skill
AttackAreaPhysicalMeleeSingleTargetDurationPalmBuff
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.
q20: (0 - 40)% chance to Blind Enemies(0 - 40)% chance to Blind Enemies40% chance to Blind Enemies40% chance to Blind Enemies
GGPK Mechanics
Attack · Area · Duration · Spear · Projectile · Barrageable · UsableWhileMoving
Skill
AttackAreaDurationSpearProjectileBarrageableUsableWhileMoving
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.
GGPK Mechanics
Attack · Melee · Area · MeleeSingleTarget · GainsStages · Spear · AttackInPlace
Skill
AttackMeleeAreaMeleeSingleTargetGainsStagesSpearAttackInPlace
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 ..
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
Attack · RangedAttack · Projectile · ProjectileSpeed · ProjectilesFromUser · Area · UsableWhileMoving
Skill
AttackRangedAttackProjectileProjectileSpeedProjectilesFromUserAreaUsableWhileMoving
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.
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
Support
Support
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..
Debuff

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
Buff · OngoingSkill · HasReservation · Persistent · AttackInPlace · Physical · Limit
Skill
BuffOngoingSkillHasReservationPersistentAttackInPlacePhysicalLimit
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.
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
Minion · HasReservation · Persistent · Physical · Companion · CreatesCompanion · CreatesMinion
Skill
MinionHasReservationPersistentPhysicalCompanionCreatesCompanionCreatesMinion
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..
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
Spell · Duration · Trappable · Totemable · Mineable · Triggerable · Damage
Skill
SpellDurationTrappableTotemableMineableTriggerableDamage
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.
q20: (0 - 10)% increased Cooldown Recovery Rate(0 - 10)% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate10% increased Cooldown Recovery Rate
GGPK Mechanics
OngoingSkill · HasReservation · Buff · Persistent · Herald · Chaos · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentHeraldChaosAttackInPlace
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.
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 them20% 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 them20% 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
Minion · Companion · Duration
Skill
MinionCompanionDuration
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.
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
Spell · Totemable · Trappable · Mineable · UsableWhileMoving
Skill
SpellTotemableTrappableMineableUsableWhileMoving
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.
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) ManaLeechesLeech
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) ManaLeechesLeech
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 ManaLeechesLeech
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
Duration
Skill
Duration
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.
GGPK Mechanics
Spell · Duration · Projectile · DamageOverTime · Damage · Chaos · Multicastable
Skill
SpellDurationProjectileDamageOverTimeDamageChaosMulticastable
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.
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) secondsDebuffDebuff
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) secondsDebuffDebuff
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 secondsDebuffDebuff
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

Debuff inflicts lowered Fire Resistance.
GGPK Mechanics
Spell · Area · Duration · Cold · Damage · Multicastable · Totemable
Skill
SpellAreaDurationColdDamageMulticastableTotemable
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..
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable
Skill
AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable
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.
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel
Skill
AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel
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.
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
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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..
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock
Skill
AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock
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.
q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed
GGPK Mechanics
Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion
Skill
MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion
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.
Debuff

Debuff inflicts lowered Cold Resistance.
GGPK Mechanics
Spell · Area · Duration · Cold · Damage · Multicastable · Totemable
Skill
SpellAreaDurationColdDamageMulticastableTotemable
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..
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable
Skill
AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable
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.
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel
Skill
AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel
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.
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
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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..
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock
Skill
AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock
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.
q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed
GGPK Mechanics
Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion
Skill
MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion
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.
Debuff

Debuff inflicts lowered Lightning Resistance.
GGPK Mechanics
Spell · Area · Duration · Cold · Damage · Multicastable · Totemable
Skill
SpellAreaDurationColdDamageMulticastableTotemable
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..
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable
Skill
AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable
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.
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel
Skill
AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel
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.
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
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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..
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock
Skill
AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock
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.
q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed
GGPK Mechanics
Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion
Skill
MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion
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.
Debuff

Lowered elemental Resistances.
GGPK Mechanics
Spell · Area · Duration · Cold · Damage · Multicastable · Totemable
Skill
SpellAreaDurationColdDamageMulticastableTotemable
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..
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · Trappable · Totemable
Skill
AttackProjectileProjectilesFromUserDamageAreaTrappableTotemable
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.
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
Attack · Projectile · ProjectilesFromUser · Damage · Area · RangedAttack · Channel
Skill
AttackProjectileProjectilesFromUserDamageAreaRangedAttackChannel
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.
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
Attack · RangedAttack · Area · ProjectileNumber · ProjectileSpeed · Cooldown · Duration
Skill
AttackRangedAttackAreaProjectileNumberProjectileSpeedCooldownDuration
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..
q20: (0 - 20)% increased Cooldown Recovery Rate(0 - 20)% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate20% increased Cooldown Recovery Rate
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Lightning · Area · PerformsFinalStrike · SkillConsumesShock
Skill
AttackMeleeSingleTargetMeleeLightningAreaPerformsFinalStrikeSkillConsumesShock
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.
q20: (0 - 20)% increased Attack Speed(0 - 20)% increased Attack Speed20% increased Attack Speed20% increased Attack Speed
GGPK Mechanics
Minion · CreatesMinion · Fire · Persistent · HasReservation · MinionsAreUndamagable · CommandableMinion
Skill
MinionCreatesMinionFirePersistentHasReservationMinionsAreUndamagableCommandableMinion
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.
Debuff

Debuff inflicts increased Chaos damage taken.
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
GGPK Mechanics
Spell · Damage · Area · Trappable · Totemable · Mineable · Multicastable
Skill
SpellDamageAreaTrappableTotemableMineableMulticastable
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.
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
Buff · Duration · HasUsageCondition · UsableWhileMoving
Skill
BuffDurationHasUsageConditionUsableWhileMoving
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..
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
Projectile · ProjectilesFromUser · Spell · Damage · Trappable · Totemable · Mineable
Skill
ProjectileProjectilesFromUserSpellDamageTrappableTotemableMineable
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.
q20: (0 - 40)% increased Projectile Speed(0 - 40)% increased Projectile Speed40% increased Projectile Speed40% increased Projectile Speed
GGPK Mechanics
Spell · Area · Duration · Totemable · Chaos · Channel · AreaSpell
Skill
SpellAreaDurationTotemableChaosChannelAreaSpell
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.
GGPK Mechanics
Buff · HasReservation · Aura · OngoingSkill · Persistent · AffectsPresence · Chaos
Skill
BuffHasReservationAuraOngoingSkillPersistentAffectsPresenceChaos
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..
q20: WitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is (0 - 1) secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is (0 - 1) secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is 1 secondWitheredWithers
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. duration is 1 second
GGPK Mechanics
Support
Support
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..

8 exact definitions · 8 presentations
Current client 4.5.5.1: 54 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Maimed | Reduced Evasion and movement speed Slowed. | BuffDefinitions row 507 maim |
| Blinded | Debuff reduces Accuracy and Evasion. | BuffDefinitions row 192 blinded |
| Hinder | Movement speed Slowed. | BuffDefinitions row 500 hinder |
| Fire Exposure | Debuff inflicts lowered Fire Resistance. | BuffDefinitions row 1176 exposure_fire |
| Cold Exposure | Debuff inflicts lowered Cold Resistance. | BuffDefinitions row 1177 exposure_cold |
| Lightning Exposure | Debuff inflicts lowered Lightning Resistance. | BuffDefinitions row 1178 exposure_lightning |
| Elemental Exposure | Lowered elemental Resistances. | BuffDefinitions row 2880 exposure_elemental |
| Withered | Debuff inflicts increased Chaos damage taken. | BuffDefinitions row 501 withered |
Control & Armour Break

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
Attack · Melee · Area · Lightning · MeleeSingleTarget · SkillConsumesShock · GeneratesCharges
Skill
AttackMeleeAreaLightningMeleeSingleTargetSkillConsumesShockGeneratesCharges
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 ..
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
Attack · Melee · Slam · Area · Jumping · Travel · Physical
Skill
AttackMeleeSlamAreaJumpingTravelPhysical
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.
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
Attack · Melee · Area · Wind
Skill
AttackMeleeAreaWind
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.
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
Support
Support
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..
GGPK Mechanics
Support
Support
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.
GGPK Mechanics
Support
Support
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
Support
Support
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.
GGPK Mechanics
Support
Support
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..
Control & Armour Break

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
ProjectilesFromUser · Trappable · Mineable · SummonsTotem · SummonsAttackTotem · TotemsAreBallistae · UsableWhileMoving
Skill
ProjectilesFromUserTrappableMineableSummonsTotemSummonsAttackTotemTotemsAreBallistaeUsableWhileMoving
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.
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
Spell · Duration · Area · Physical · Unleashable · Nova · UsableWhileMoving
Skill
SpellDurationAreaPhysicalUnleashableNovaUsableWhileMoving
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.
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
OngoingSkill · HasReservation · Buff · Persistent · GeneratesCharges · AttackInPlace
Skill
OngoingSkillHasReservationBuffPersistentGeneratesChargesAttackInPlace
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.
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
Support
Support
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.
GGPK Mechanics
Support
Support
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.
GGPK Mechanics
Support
Support
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..
GGPK Mechanics
Support
Support
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.
GGPK Mechanics
Support
Support
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.
Control & Armour Break

A portion of Armour has been Broken.
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable
Skill
AttackMeleeSingleTargetMeleeAreaPhysicalAttackInPlaceTotemable
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..
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
Attack · Area · Melee · Slam · Totemable · Travel · Jumping
Skill
AttackAreaMeleeSlamTotemableTravelJumping
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.
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
CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving
Skill
CrossbowAmmoSkillReservesManuallyAttackUsableWhileMoving
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.
q20: Break (0 - 20)% increased ArmourBreak (0 - 20)% increased ArmourBreak 20% increased ArmourBreak 20% increased Armour
GGPK Mechanics
Warcry · Area · Meta · Shapeshift · Bear · Nova · Cooldown
Skill
WarcryAreaMetaShapeshiftBearNovaCooldown
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..
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 rangeGain (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 rangeGain 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 rangeGain 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
CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse
Skill
CrossbowAmmoSkillReservesManuallyAttackUsableWhileMovingConsumesFullyBrokenArmourMirageArcherCanUse
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.
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 Enemy20% more Projectile Damage after PiercingPiercing
Projectiles that Pierce can pass through a target while still damaging them. an Enemy20% more Projectile Damage after PiercingPiercing
Projectiles that Pierce can pass through a target while still damaging them. an Enemy
GGPK Mechanics
Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area
Skill
AttackMeleePhysicalChannelRequiresShieldUsableWhileMovingArea
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.
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
OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical
Skill
OngoingSkillHasReservationBuffPersistentColdLightningPhysical
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.
q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency
GGPK Mechanics
Attack · Area · Triggered · InbuiltTrigger · Triggerable · NoAttackOrCastTime · AttackInPlace
Skill
AttackAreaTriggeredInbuiltTriggerTriggerableNoAttackOrCastTimeAttackInPlace
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..
GGPK Mechanics
Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure
Skill
AttackAreaMeleeSlamTotemableConsumesFullyBrokenArmourCreatesFissure
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.
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
Support
Support
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.
Control & Armour Break

Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players.
GGPK Mechanics
Attack · MeleeSingleTarget · Melee · Area · Physical · AttackInPlace · Totemable
Skill
AttackMeleeSingleTargetMeleeAreaPhysicalAttackInPlaceTotemable
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..
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
Attack · Area · Melee · Slam · Totemable · Travel · Jumping
Skill
AttackAreaMeleeSlamTotemableTravelJumping
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.
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
CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving
Skill
CrossbowAmmoSkillReservesManuallyAttackUsableWhileMoving
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.
q20: Break (0 - 20)% increased ArmourBreak (0 - 20)% increased ArmourBreak 20% increased ArmourBreak 20% increased Armour
GGPK Mechanics
CrossbowAmmoSkill · ReservesManually · Attack · UsableWhileMoving · ConsumesFullyBrokenArmour · MirageArcherCanUse
Skill
CrossbowAmmoSkillReservesManuallyAttackUsableWhileMovingConsumesFullyBrokenArmourMirageArcherCanUse
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.
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 Enemy20% more Projectile Damage after PiercingPiercing
Projectiles that Pierce can pass through a target while still damaging them. an Enemy20% more Projectile Damage after PiercingPiercing
Projectiles that Pierce can pass through a target while still damaging them. an Enemy
GGPK Mechanics
Attack · Melee · Physical · Channel · RequiresShield · UsableWhileMoving · Area
Skill
AttackMeleePhysicalChannelRequiresShieldUsableWhileMovingArea
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.
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
OngoingSkill · HasReservation · Buff · Persistent · Cold · Lightning · Physical
Skill
OngoingSkillHasReservationBuffPersistentColdLightningPhysical
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.
q20: (0 - 10)% increased Reservation Efficiency(0 - 10)% increased Reservation Efficiency10% increased Reservation Efficiency10% increased Reservation Efficiency
GGPK Mechanics
Attack · Area · Melee · Slam · Totemable · ConsumesFullyBrokenArmour · CreatesFissure
Skill
AttackAreaMeleeSlamTotemableConsumesFullyBrokenArmourCreatesFissure
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.
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
Support
Support
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.
GGPK Mechanics
Support
Support
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..
GGPK Mechanics
Support
Support
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..
5 exact definitions · 4 presentations
Current client 4.5.5.1: 36 bounded skill/support cards with exact row-level provenance.
Identities: exact GGPK BuffDefinitions or ActiveSkills rows. Cards: SkillGems → GrantedEffects → ActiveSkills plus CSD stat descriptions. Full row provenance: /data/v2/poe2/mechanics.json.
| Mechanic | GGPK definition | Exact sources |
|---|---|---|
| Daze → Dazed | Damage builds up Daze. Once Daze is applied, the target becomes Dazed and suffers 50% more Stun buildup. | BuffDefinitions row 2432 daze_build_up |
| Pinned | You cannot move. | BuffDefinitions row 2197 pinned |
| Armour Break | A portion of Armour has been Broken. | BuffDefinitions row 2221 armour_break_tracker |
| Fully Broken Armour | Debuff negates all Armour, and causes increased Physical damage taken from Hits except on players. | BuffDefinitions row 2222 broken_armour_debuff |
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.
| Campaign | Area / Boss | Use this item | Spirit |
|---|---|---|---|
| Act 1 | Freythorn The King in the Mists | Gembloom Skull | +30 |
| Act 3 | The Azak Bog Ignagduk, the Bog Witch | Gemrot Skull | +30 |
| Interlude — Mount Kriar | Kriar Village Lythara, the Wayward Spear | Gemcrust Skull | +40 |
Explore Path of Exile 2 Spirit and its campaign rewards, charges, auras, ailments, curses, ground effects, buffs, debuffs, control and Armour Break mechanics.