Ancestral Cry
- Warcry
- Attack
- Buff
- AoE
- Melee
- Slam
- Projectile
- Trigger
- Tier
- 1313
- Level
- (1 - 20)(1 - 20)
- Cost
- (10 - 44) Mana(10 - 44) Mana
- Use Time
- 0.80 sec0.80 sec
- Projectile Speed
- 4 m/s4 metres per Second
From: Mace (Warrior) T13
Req: Level 52+ | Skill 13+ | Str 92+
Perform a WarcryWarcries
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 Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. StrikesStrike
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 Boosted , and your MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. StrikesStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Trigger Volcanic Eruption.Perform a WarcryWarcries
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 Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. StrikesStrike
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 Boosted , and your MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. StrikesStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Trigger Volcanic Eruption.
Warcry
- Generates 100 % of Monster Power as GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. for this Skill on Igniting an enemyGenerates 100 % of Monster Power as GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. for this Skill on Igniting an enemy - Requires 100 GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. to useRequires 100 GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. to use - WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 mWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 metres - Knocks back and interrupts enemies in a smaller areaKnocks back and interrupts enemies in a smaller area
- WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. duration is 8 secondsWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. duration is 8 seconds - ConsumesConsume
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. all Endurance 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. to increase WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. duration by 50 % per chargeConsumesConsume
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. all Endurance 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. to increase WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. duration by 50 % per charge - Converts 100 % of PhysicalPhysical
10% increased Physical Damage Dmg to FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage with Boosted AttacksConverts 100 % of PhysicalPhysical
10% increased Physical Damage Damage to FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage with Boosted Attacks - Trigger Volcanic Steps every 1.2 m travelledTrigger Volcanic Steps every 1.2 metres travelled
- q20: +(0 - 20) % inc. WarcryWarcries
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 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. consumed+(0 - 20) % increased WarcryWarcries
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 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. consumed
- Gemling: Grants (0 - 10) % more FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageGrants (0 - 10) % more FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage
Volcanic Steps
- Cost
- 0 Mana0 Mana
- Use Time
- 1.00 sec1.00 sec
- Attack Damage
- (60 - 245)% of base(60 - 245)% of base
- Projectile Speed
- 4 m/s4 metres per Second
- Slam radius is 1.2 mSlam radius is 1.2 metres
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage
Volcanic Eruption
- Cost
- 0 Mana0 Mana
- Cooldown Time
- 0.40 s0.40 s
- Use Time
- 1.00 sec1.00 sec
- Attack Damage
- (80 - 211)% of base(80 - 211)% of base
- Projectile Speed
- 4 m/s4 metres per Second
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage - Impact Radius is 0.8 mImpact Radius is 0.8 metres
- FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 3 Molten ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 3 Molten ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Ancestral Warrior Totem
- Totem
- Attack
- AoE
- Melee
- Duration
- Conditional
- Meta
- Tier
- 1313
- Level
- (1 - 20)(1 - 20)
- Cost
- (13 - 91) Mana(13 - 91) Mana
From: Mace (Warrior) T13
Req: Level 52+ | Skill 13+ | Str 92+
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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. 3 Endurance 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. to Raise a Totem that conjures spirit warriors. Each warrior uses a socketed MaceMace
Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage. Skill once, then disappears. Cannot use ChannellingChannelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time. Skills or Skills with Cooldowns.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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. 3 Endurance 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. to Raise a Totem that conjures spirit warriors. Each warrior uses a socketed MaceMace
Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage. Skill once, then disappears. Cannot use ChannellingChannelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time. Skills or Skills with Cooldowns.
Ancestral Warrior Totem
- Totem duration is 8 secondsTotem duration is 8 seconds
- Conjures a spirit warrior every 150 % of socketed Attack timeConjures a spirit warrior every 150 % of socketed Attack time
- Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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. - Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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. - Cannot have more than 10 Ancestral Warrior Totems activeCannot have more than 10 Ancestral Warrior Totems active
- q20: +(0 - 2) seconds to Totem duration+(0 - 2) seconds to Totem duration
- Gemling: (0 - 50) % inc. totem life(0 - 50) % increased totem life
Barrier Invocation
- Buff
- Persistent
- Trigger
- Invocation
- Meta
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
- Cooldown Time
- 0.20 s0.20 s
From: Lament Amulet · Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Dex 28+ | Int 28+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when your Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. is damaged by Enemy Hits . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when your Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. is damaged by Enemy Hits . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Barrier Invocation
- When 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 an Enemy, gain 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. for each 10 ESEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. lost to damage takenWhen 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 an Enemy, gain 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. for each 10 Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. lost to damage taken - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
- Gemling: Socketed Spells deal (0 - 20) % inc. Dmg when triggeredSocketed Spells deal (0 - 20) % increased Damage when triggered
Support
- Socketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when TriggeredSocketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when Triggered
Blasphemy
- Buff
- Persistent
- AoE
- Aura
- Meta
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
From: Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Int 48+
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.
Buff
- Socketed Curse Skills apply in an Aura around youSocketed Curse Skills apply in an Aura around you
- Reserves 60 Spirit per socketed CurseReserves 60 Spirit per socketed Curse
- q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
Curses
- Supported Curses have (41 - 50) % less MagnitudesSupported Curses have (41 - 50) % less Magnitudes
- Socketed Skills have +1 m to base radiusSocketed Skills have +1 metres to base radius
- Gemling: Socketed Curses have (0 - 20) % inc. MagnitudesSocketed Curses have (0 - 20) % increased Magnitudes
Bloodhound's Mark
- Mark
- Attack
- AoE
- Trigger
- Physical
- Duration
- Payoff
- Tier
- 99
- Level
- (1 - 20)(1 - 20)
- Cost
- (18 - 79) Mana(18 - 79) Mana
- Cooldown Time
- 0.50 s0.50 s
From: Spear (Huntress) T9
Req: Level 31+ | Skill 9+ | Dex 57+
MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. a target, making them suffer Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. build up from Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. . The MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will Activate , Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned , or when they are killed if they suffered enough Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. . The MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. 's duration does not expire while the Marked target is suffering Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. .MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. a target, making them suffer Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. build up from Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. . The MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will Activate , Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned , or when they are killed if they suffered enough Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. . The MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. 's duration does not expire while the Marked target is suffering Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. .
Mark
- Limit 1 Marked targetLimit 1 Marked target
- MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. duration is 8 secondsMarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. duration is 8 seconds - Marked target receives Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup equal to 300 % of Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.Marked target receives Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup equal to 300 % of Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. - Activates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5 % Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup from Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. Triggers blood explosion when ActivatedActivates when Marked enemy is Heavy Stunned Activates when Marked enemy dies if they had at least 5 % Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup from Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. Triggers blood explosion when Activated
- q20: Marked target receives Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup equal to (0 - 50) % of Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.Marked target receives Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup equal to (0 - 50) % of Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
Blood Explosion
- Cost
- 0 Mana0 Mana
- Critical Hit Chance
- 5.00%5.00%
- Attack Damage
- (100 - 408)% of base(100 - 408)% of base
- (7 - 196) to (11 - 294) base PhysicalPhysical
10% increased Physical Damage Dmg(7 - 196) to (11 - 294) base PhysicalPhysical
10% increased Physical Damage Damage - Cannot cause BleedingBleeding
Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_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 DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage.Cannot cause BleedingBleeding
Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_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 DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. - Explosion radius is 2.6 mExplosion radius is 2.6 metres
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. up to 100 % more damage and 100 % more area of effect based on the percentage of target's Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup caused by Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. up to 100 % more damage and 100 % more area of effect based on the percentage of target's Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup caused by Blood LossBlood_Loss
All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
- Gemling: Deals (0 - 20) % more PhysicalPhysical
10% increased Physical Damage damageDeals (0 - 20) % more PhysicalPhysical
10% increased Physical Damage damage
Cast on Block
- Buff
- Persistent
- Trigger
- Meta
- Level
- (1 - 20)(1 - 20)
From: Svalinn
Req: Level 1+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Block
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 25 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 25 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (0 - 0.05) EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (0 - 0.05) EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Support
- Supported Skills Cost nothingSupported Skills Cost nothing
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Critical
- Buff
- Persistent
- Trigger
- Meta
- Tier
- 1414
- Level
- (1 - 20)(1 - 20)
- Reservation
- 100 Spirit100 Spirit
From: Absent Amulet · Uncut Spirit Gem Tier 14
Req: Level 58+ | Skill 14+ | Int 103+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you Critically 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 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you Critically 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 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Critical
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you Critically 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. with Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the CriticalCritical
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%. 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. will dealGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you Critically 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. with Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the CriticalCritical
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%. 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. will deal - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
- Gemling: Buff grants (0 - 20) % inc. CriticalCritical
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%. 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. chanceBuff grants (0 - 20) % increased CriticalCritical
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%. 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. chance
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells - Socketed Skills deal 20 % less DmgSocketed Skills deal 20 % less Damage
Cast on Dodge
- Buff
- Persistent
- Trigger
- Meta
- Tier
- 1414
- Level
- (1 - 20)(1 - 20)
- Reservation
- 100 Spirit100 Spirit
From: Absent Amulet · Uncut Spirit Gem Tier 14
Req: Level 58+ | Skill 14+ | Dex 57+ | Int 57+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you dodge roll 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you dodge roll 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Dodge
- 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per metre travelled while dodge rollingGainGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per metre travelled while dodge rolling - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
- Gemling: Buff grants +(0 - 1) metre to Dodge Roll distanceBuff grants +(0 - 1) metre to Dodge Roll distance
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Elemental Ailment
- Buff
- Persistent
- Trigger
- Lightning
- Cold
- Fire
- Meta
- Tier
- 1414
- Level
- (1 - 20)(1 - 20)
- Reservation
- 100 Spirit100 Spirit
From: Absent Amulet · Uncut Spirit Gem Tier 14
Req: Level 58+ | Skill 14+ | Int 103+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
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 . , 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 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 ThresholdAilmentThreshold dealt. , or IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
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 . , 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 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 ThresholdAilmentThreshold dealt. , or IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Elemental Ailment
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from Skills - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will dealGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will deal - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from Skills - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
- Gemling: (0 - 40) % inc. Reservation Efficiency(0 - 40) % increased Reservation Efficiency
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Freeze
- Buff
- Persistent
- Trigger
- Cold
- Meta
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . enemies 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . enemies 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Freeze
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from Skills - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Ignite
- Buff
- Persistent
- Trigger
- Fire
- Meta
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Ignite
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will dealGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will deal - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Minion Death
- Buff
- Minion
- Persistent
- Trigger
- Meta
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
From: Lament Amulet · Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Int 48+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when one of your Persistent Minions is Killed , and triggers socketed Spells upon 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. . Very underlevelled Minions will incur an EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. generation penalty. Cannot socket Spells which create Minions .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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when one of your Persistent Minions is Killed , and triggers socketed Spells upon 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. . Very underlevelled Minions will incur an EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. generation penalty. Cannot socket Spells which create Minions .
Cast on Minion Death
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 50 base EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when a Minion is killed , modified by the Minion's PowerGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 50 base EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when a Minion is killed , modified by the Minion's Power - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 20) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 20) % 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
- Gemling: Socketed Spells deal (0 - 20) % inc. Dmg when triggeredSocketed Spells deal (0 - 20) % increased Damage when triggered
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Cast on Shock
- Buff
- Persistent
- Trigger
- Lightning
- Meta
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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. 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 ThresholdAilmentThreshold 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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. 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 ThresholdAilmentThreshold 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Cast on Shock
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from Skills - (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.Triggers all Socketed Spells and loses all EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. on reaching maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
Support
- Has 10 max EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed SpellsHas 10 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Socketed Spells
Decompose
- Spell
- AoE
- Fire
- Chaos
- Duration
- Trigger
- Level
- (1 - 20)(1 - 20)
- Cost
- 0 Mana0 Mana
- Cast Time
- 0.80 sec0.80 sec
From: Acrid Wand · Corpsewade · Cursecarver
Req: Level 1+ | Int 157+
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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. 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 AlliesAllies do not leave usable Corpses. to create a cloud of flammable Poisonous gas. Any BurningBurning
Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited . effects or Detonator skillsDetonator_Skills
Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact. will explode the gas cloud, creating a fiery explosion.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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. 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 AlliesAllies do not leave usable Corpses. to create a cloud of flammable Poisonous gas. Any BurningBurning
Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited . effects or Detonator skillsDetonator_Skills
Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact. will explode the gas cloud, creating a fiery explosion.
Poison Cloud
- Limit 6 PoisonPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) 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. CloudsLimit 6 PoisonPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) 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. Clouds - PoisonsPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage. enemies as though dealing Chaos damageChaos_Damage
Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken. equal to 10 % of CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.'s max LifePoisonsPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage. enemies as though dealing Chaos damageChaos_Damage
Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken. equal to 10 % of CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.'s maximum Life - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. +20 % more Radius per second, up to a max of +80 %GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. +20 % more Radius per second, up to a maximum of +80 % - Cloud radius is 1.6 mCloud radius is 1.6 metres
- Cloud duration is 4 secondsCloud duration is 4 seconds
- q20: +(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]+(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]
Explosion
- Critical Hit Chance
- 8.00%8.00%
- Cloud radius is 1.6 mCloud radius is 1.6 metres
- Cloud duration is 4 secondsCloud duration is 4 seconds
- Deals (9 - 398) to (14 - 598) FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . DmgDeals (9 - 398) to (14 - 598) FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Damage
Elemental Invocation
- Buff
- Persistent
- Trigger
- Lightning
- Cold
- Fire
- Invocation
- Meta
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
- Cooldown Time
- 0.20 s0.20 s
From: Portent Amulet · Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Dex 28+ | Int 28+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
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 . , 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 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 ThresholdAilmentThreshold dealt. or IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you FreezeFreeze
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 . , 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 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 ThresholdAilmentThreshold dealt. or IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Elemental Invocation
- GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . with Hits from Skills - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will dealGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. with Hits from Skills, modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the IgniteIgnite
Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . 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 HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff 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 HitHit damage (such as Penetration ) do not affect Ignite damage. will deal - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from SkillsGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you ShockShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. 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 ThresholdAilmentThreshold dealt. with Hits from Skills - (0 - 68) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 68) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500
- q20: Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is (0 - 100)
- Gemling: Socketed Spells deal (0 - 20) % inc. Dmg when triggeredSocketed Spells deal (0 - 20) % increased Damage when triggered
Support
- Socketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when TriggeredSocketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when Triggered
Ember Fusillade
- Spell
- AoE
- Projectile
- Trigger
- Fire
- Duration
- Repeatable
- Tier
- 55
- Level
- (1 - 20)(1 - 20)
- Cost
- (3 - 37) Mana(3 - 37) Mana
- Cast Time
- 0.40 sec0.40 sec
- Critical Hit Chance
- 7.00%7.00%
- Projectile Speed
- 30 m/s30 metres per Second
From: Elemental (Sorceress) T5
Req: Level 14+ | Skill 5+ | Int 28+
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. ConsumesConsume
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. a LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Infusion if possible to cause the entire Fusillade to create beams that 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. to enemies.Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. ConsumesConsume
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. a LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Infusion if possible to cause the entire Fusillade to create beams that 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. to enemies.
Projectile
- Hover duration is 1.3 secondsHover duration is 1.3 seconds
- Can accumulate up to (6 - 10) Embers Modifiers to number of ProjProjectile
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. instead apply to number of Embers accumulatedCan accumulate up to (6 - 10) Embers Modifiers to number of ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. instead apply to number of Embers accumulated
Explosion
- 5 % more Dmg for each previous Ember fired in sequence5 % more Damage for each previous Ember fired in sequence
- Explosion radius is 0.9 mExplosion radius is 0.9 metres
- q20: +(0 - 2) % more Dmg for each previous Ember fired in sequence+(0 - 2) % more Damage for each previous Ember fired in sequence
- Gemling: (0 - 40) % reduced Skill Effect Dur. (0 - 20) % less Cast Speed(0 - 40) % reduced Skill Effect Duration (0 - 20) % less Cast Speed
Beam
- ChainsChain
Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain. 4 timesChainsChain
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. 4 times - Deals (1 - 16) to (10 - 309) LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. DmgDeals (1 - 16) to (10 - 309) LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage
- q20: ember fusillade damage +% final per ember fired [0,2]ember fusillade damage +% final per ember fired [0,2]
- Gemling: (0 - 40) % reduced Skill Effect Dur. (0 - 20) % less Cast Speed(0 - 40) % reduced Skill Effect Duration (0 - 20) % less Cast Speed
Escape Shot
- Attack
- AoE
- Projectile
- Trigger
- Cold
- Tier
- 11
- Level
- (1 - 20)(1 - 20)
- Cost
- (11 - 74) Mana(11 - 74) Mana
- Attack Damage
- (65 - 265)% of base(65 - 265)% of base
- Projectile Speed
- 30 m/s30 metres per Second
From: Bow (Ranger) T1
Req: Skill 1+ | Dex 4+
Leap backwards, firing an icy arrow which can ChillChill
Chill is an Ailment that SlowsSlow 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 AilmentElemental_Ailments 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. or FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . enemies around the location from which you escaped. This arrow will create Ice FragmentsIceFragment
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 impact.Leap backwards, firing an icy arrow which can ChillChill
Chill is an Ailment that SlowsSlow 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 AilmentElemental_Ailments 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. or FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . enemies around the location from which you escaped. This arrow will create Ice FragmentsIceFragment
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 impact.
Escape Shot
- Converts 80 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 80 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - Number of ProjProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. cannot be modifiedNumber of ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. cannot be modified - +0.7 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time+0.7 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time - (300 - 585) % more Magnitude of ChillChill
Chill is an Ailment that SlowsSlow 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 AilmentElemental_Ailments 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. inflicted(300 - 585) % more Magnitude of ChillChill
Chill is an Ailment that SlowsSlow 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 AilmentElemental_Ailments 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. inflicted - (300 - 585) % more FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . Buildup(300 - 585) % more FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . Buildup - Impact radius is 2.4 mImpact radius is 2.4 metres
- 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. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . 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. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . Buildup
- Gemling: (0 - 40) % inc. Dmg with Hits against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. Enemies(0 - 40) % increased Damage with Hits against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. Enemies
Ice Fragments
- Attack Damage
- (60 - 187)% of base(60 - 187)% of base
- Projectile Speed
- 3.2 m/s3.2 metres per Second
- Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 secondsDetonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 seconds - 80 % more ProjProjectile
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. Speed80 % more ProjectileProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed - Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (7 - 11) ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (7 - 11) ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. - Explosion radius is 2 mExplosion radius is 2 metres
Feral Invocation
- Buff
- Persistent
- Invocation
- Meta
- Tier
- 1414
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
- Cooldown Time
- 0.20 s0.20 s
From: Portent Amulet · Uncut Spirit Gem Tier 14
Req: Level 58+ | Skill 14+ | Str 57+ | Int 57+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you spend Mana. 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. to create visages which attack once with a socketed ShapeshiftingShapeshifting
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. Attack , creating multiple visages 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you spend Mana. 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. to create visages which attack once with a socketed ShapeshiftingShapeshifting
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. Attack , creating multiple visages 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Feral Invocation
- (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 20 Mana spentGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 1 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 20 Mana spent - 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500
- q20: (0 - 20) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 20) % 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
- Gemling: (0 - 40) % inc. Reservation Efficiency(0 - 40) % increased Reservation Efficiency
Support
- Socketed Attacks consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of Base Skill Attack Time to create a visageSocketed Attacks consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of Base Skill Attack Time to create a visage
Ferocious Roar
- Warcry
- Shapeshift
- Bear
- AoE
- Nova
- Meta
- Tier
- 77
- Level
- (1 - 20)(1 - 20)
- Cost
- (19 - 85) Mana(19 - 85) Mana
- Cooldown Time
- 8.00 s8.00 s
- Use Time
- 1.10 sec1.10 sec
From: Primal (Druid) T7
Req: Level 22+ | Skill 7+ | Str 24+ | Int 24+
Shapeshift into a Bear 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 HitHit every 0.5 seconds can cause you to gain Rage. if there are enemies nearby and Empowering subsequent Attacks to Break ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. . Alternatively, socketing a human-form WarcryWarcries
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. into this Skill triggers that WarcryWarcries
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. instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .Shapeshift into a Bear 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 HitHit every 0.5 seconds can cause you to gain Rage. if there are enemies nearby and Empowering subsequent Attacks to Break ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. . Alternatively, socketing a human-form WarcryWarcries
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. into this Skill triggers that WarcryWarcries
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. instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .
Ferocious Roar
- Empowers one Attack per 8 enemy Power in range, counting up to 64 PowerEmpowers one Attack per 8 enemy Power in range, counting up to 64 Power
- WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 7 mWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 7 metres - 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. per enemy Power in rangeGainGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. per enemy Power in range - EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks Break (5 - 6147) ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. 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.EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks Break (5 - 6147) ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. 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.
- q20: 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage 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 HitHit every 0.5 seconds can cause you to gain Rage. per enemy Power in rangeGainGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage 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 HitHit every 0.5 seconds can cause you to gain Rage. per enemy Power in range
Socketed Warcry
- Cost Multiplier
- (100 - 200)%(100 - 200)%
- Triggers Socketed WarcryWarcries
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. instead of Ferocious Roar's effectsTriggers Socketed WarcryWarcries
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. instead of Ferocious Roar's effects - Socketed Skills have 50 % inc. AoESocketed Skills have 50 % increased Area of Effect
- Socketed Skills deal (30 - 58) % inc. damageSocketed Skills deal (30 - 58) % increased damage
- Attacks EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Socketed Skills deal (30 - 58) % inc. damageAttacks EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Socketed Skills deal (30 - 58) % increased damage
- q20: Attacks EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Socketed Skills deal (0 - 30) % inc. damageAttacks EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Socketed Skills deal (0 - 30) % increased damage
- Gemling: Socketed Skills have (0 - 40) % inc. Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. RateSocketed Skills have (0 - 40) % increased Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate
Fortifying Cry
- Warcry
- Attack
- AoE
- Melee
- Trigger
- Physical
- Duration
- Nova
- Tier
- 99
- Level
- (1 - 20)(1 - 20)
- Cost
- (19 - 85) Mana(19 - 85) Mana
- Cooldown Time
- 8.00 s8.00 s
- Use Time
- 0.80 sec0.80 sec
From: Mace (Warrior) T9
Req: Level 31+ | Skill 9+ | Str 57+
Perform a WarcryWarcries
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. that grants GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy_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 Triggers 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Wave when subsequent 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .Perform a WarcryWarcries
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. that grants GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy_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 Triggers 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Wave when subsequent 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .
Fortifying Cry
- WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 mWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 metres - GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or ESEnergy_Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. duration is 4 secondsGuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy_Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. duration is 4 seconds - Can Trigger 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Wave once per 5 enemy Power in range, counting up to 50 PowerCan Trigger 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . Wave once per 5 enemy Power in range, counting up to 50 Power - Grants (2 - 92) GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or ESEnergy_Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. for every 5 enemy Power in range, counting up to 20 PowerGrants (2 - 92) GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy_Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. for every 5 enemy Power in range, counting up to 20 Power
- Gemling: (0 - 20) % more GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or ESEnergy_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. gained(0 - 20) % more GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy_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. gained
Shield Wave
- Cost
- 0 Mana0 Mana
- Use Time
- InstantInstant
- Critical Hit Chance
- 5.00%5.00%
- Attack Damage
- (50 - 204)% of base(50 - 204)% of base
- (3 - 85) to (5 - 128) Base Off Hand PhysicalPhysical
10% increased Physical Damage Dmg(3 - 85) to (5 - 128) Base Off Hand PhysicalPhysical
10% increased Physical Damage Damage - 5 to 7 Added PhysicalPhysical
10% increased Physical Damage Dmg per 15 ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .5 to 7 Added PhysicalPhysical
10% increased Physical Damage Damage per 15 ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . - This Attack is Triggered by Fortifying Cry and counts as EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by itThis Attack is Triggered by Fortifying Cry and counts as EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by it - Shockwave radius is 2 mShockwave radius is 2 metres
- Modifiers to Dmg with WarcriesWarcries
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. affect this SkillModifiers to Damage with WarcriesWarcries
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. affect this Skill
- q20: Shockwave radius is (0 - 0.4) mShockwave radius is (0 - 0.4) metres
- Gemling: base secondary skill effect duration [0,40]base secondary skill effect duration [0,40]
Hand of Chayula
- Attack
- AoE
- Melee
- Strike
- Chaos
- Meta
- Tier
- 99
- Level
- (1 - 20)(1 - 20)
- Cost
- (11 - 79) Mana(11 - 79) Mana
- Attack Speed
- 89% of base89% of base
- Attack Damage
- (67 - 209)% of base(67 - 209)% of base
From: Quarterstaff (Monk) T9
Req: Level 31+ | Skill 9+ | Dex 32+ | Int 32+
Dash to an enemy and StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. them, triggering socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. with increased effect and applying socketed Curses with increased duration.Dash to an enemy and StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. them, triggering socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. with increased effect and applying socketed Curses with increased duration.
Strike
- Converts 73 % of PhysicalPhysical
10% increased Physical Damage damage to Chaos damageChaos_Damage
Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.Converts 73 % of PhysicalPhysical
10% increased Physical Damage damage to Chaos damageChaos_Damage
Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken. - +0.35 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time+0.35 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time - Can't be EvadedCan't be Evaded
Support
- 100 % inc. duration of socketed Curses100 % increased duration of socketed Curses
- (20 - 29) % inc. Effect of Socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.(20 - 29) % increased Effect of Socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.
- q20: +(0 - 20) % inc. duration of socketed Curses +(0 - 10) % inc. Effect of Socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.+(0 - 20) % increased duration of socketed Curses +(0 - 10) % increased Effect of Socketed MarksMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.
- Gemling: (0 - 50) % reduced Mana Cost(0 - 50) % reduced Mana Cost
Ice-Tipped Arrows
- Spell
- Attack
- Buff
- AoE
- Projectile
- Trigger
- Cold
- Duration
- Tier
- 55
- Level
- (1 - 20)(1 - 20)
- Cost
- (14 - 63) Mana(14 - 63) Mana
- Cooldown Time
- 12.00 s12.00 s
- Cast Time
- 0.70 sec0.70 sec
From: Bow (Ranger) T5
Req: Level 14+ | Skill 5+ | Dex 28+
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 MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear. , Empowering your next Repeatable 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 MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear. Attacks to Convert PhysicalPhysical
10% increased Physical Damage Damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . Damage and Trigger Ice FragmentsIceFragment
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 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. . Cannot Empower Sustained SkillsSustained_Skills
Sustained skills cause a large number of Hits over a period of time. They roll for CriticalCritical 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 MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear. , Empowering your next Repeatable 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 MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear. Attacks to Convert PhysicalPhysical
10% increased Physical Damage Damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . Damage and Trigger Ice FragmentsIceFragment
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 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. . Cannot Empower Sustained SkillsSustained_Skills
Sustained skills cause a large number of Hits over a period of time. They roll for CriticalCritical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do..
Ice-Tipped Arrows
- Maximum Buff duration is 20 secondsMaximum Buff duration is 20 seconds
- Empowers 4 AttacksEmpowers 4 Attacks
- q20: (0 - 10) % inc. Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate(0 - 10) % increased Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate
- Gemling: Empowers + (0 - 2) AttacksEmpowers + (0 - 2) Attacks
Ice Fragments
- Cooldown Time
- 0.15 s0.15 s
- Cast Time
- 1.00 sec1.00 sec
- Attack Damage
- (60 - 187)% of base(60 - 187)% of base
- Projectile Speed
- 3.2 m/s3.2 metres per Second
- Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 secondsDetonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 seconds - 50 % more ProjProjectile
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. Speed50 % more ProjectileProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed - Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 5 ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 5 ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. - Explosion radius is 1.8 mExplosion radius is 1.8 metres
Infernal Cry
- Warcry
- AoE
- Trigger
- Fire
- Duration
- Nova
- Tier
- 33
- Level
- (1 - 20)(1 - 20)
- Cost
- (19 - 85) Mana(19 - 85) Mana
- Cooldown Time
- 8.00 s8.00 s
- Use Time
- 0.80 sec0.80 sec
From: Mace (Warrior) T3
Req: Level 6+ | Skill 3+ | Str 14+
Perform a WarcryWarcries
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. , Empowering subsequent MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile 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 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. .Perform a WarcryWarcries
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. , Empowering subsequent MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile 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 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. .
Infernal Cry
- Empowers one Attack per 10 enemy Power in range, counting up to 50 PowerEmpowers one Attack per 10 enemy Power in range, counting up to 50 Power
- EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (30 - 49) % of damage as extra FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageEmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (30 - 49) % of damage as extra FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage - WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 mWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is 4 metres
- q20: EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (0 - 10) % of damage as extra FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageEmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. Attacks 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. (0 - 10) % of damage as extra FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage
- Gemling: WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is (0 - 3) mWarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total Power of enemies counted. radius is (0 - 3) metres
Combust
- Use Time
- 1.00 sec1.00 sec
- Critical Hit Chance
- 7.00%7.00%
- Deals (3 - 112) to (5 - 167) FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . DmgDeals (3 - 112) to (5 - 167) FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Damage - Deals 10 % more FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Dmg per 1 Power of exploding 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 AlliesAllies do not leave usable Corpses.Deals 10 % more FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Damage per 1 Power of exploding 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 AlliesAllies do not leave usable Corpses. - Explosion radius is 1.6 mExplosion radius is 1.6 metres
Lightning Bolt
- Spell
- AoE
- Lightning
- Repeatable
- Trigger
- Level
- (1 - 20)(1 - 20)
- Cost
- 0 Mana0 Mana
- Cast Time
- 0.85 sec0.85 sec
- Critical Hit Chance
- 10.00%10.00%
From: Voltaic Staff · Choir of the Storm · Earthbound
Req: Level 1+ | Int 157+
Call down a Shocking bolt of LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. to strike enemies in a small area.Call down a Shocking bolt of LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. to strike enemies in a small area.
- Deals (3 - 30) to (13 - 565) LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. DmgDeals (3 - 30) to (13 - 565) LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage - 200 % more chance to 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 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 ThresholdAilmentThreshold dealt.200 % more chance to 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 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 ThresholdAilmentThreshold dealt. - Impact radius is 0.8 mImpact radius is 0.8 metres
- q20: (0 - 40) % more chance to 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 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 ThresholdAilmentThreshold dealt.(0 - 40) % more chance to 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 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 ThresholdAilmentThreshold dealt.
Lunar Blessing
- Warcry
- Attack
- Shapeshift
- Buff
- Werewolf
- AoE
- Trigger
- Cold
- Tier
- 1313
- Level
- (1 - 20)(1 - 20)
- Cost
- (24 - 166) Mana(24 - 166) Mana
- Cooldown Time
- 22.00 s22.00 s
- Use Time
- 1.00 sec1.00 sec
From: Primal (Druid) T13
Req: Level 52+ | Skill 13+ | Str 51+ | Int 51+
Shapeshift into a Werewolf and offer your 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 HitHit every 0.5 seconds can cause you to gain Rage. to the moon to receive a blessing, gaining bonus ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.. Spends all 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 HitHit every 0.5 seconds can cause you to gain Rage. to extend the Buff 's duration. While the Buff is active, your Werewolf MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attacks call down Moonbeams 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. .Shapeshift into a Werewolf and offer your 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 HitHit every 0.5 seconds can cause you to gain Rage. to the moon to receive a blessing, gaining bonus ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark.. Spends all 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 HitHit every 0.5 seconds can cause you to gain Rage. to extend the Buff 's duration. While the Buff is active, your Werewolf MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attacks call down Moonbeams 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. .
Lunar Blessing
- Can 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. each enemy only once every secondsCan 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. each enemy only once every seconds - Knocks back enemies in a 4 metre radiusKnocks back enemies in a 4 metre radius
- Buff duration is 5 seconds, plus 0.2 seconds per 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 HitHit every 0.5 seconds can cause you to gain Rage. spentBuff duration is 5 seconds, plus 0.2 seconds per 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 HitHit every 0.5 seconds can cause you to gain Rage. spent - Buff grants (40 - 59) % of damage Gained as ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageBuff grants (40 - 59) % of damage Gained as ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage
- q20: Buff grants +(0 - 10) % of damage Gained as ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageBuff grants +(0 - 10) % of damage Gained as ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage
- Gemling: (0 - 40) % inc. Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate(0 - 40) % increased Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate
Moonbeam
- Cooldown Time
- 1.00 s1.00 s
- Use Time
- 1.00 sec1.00 sec
- Attack Damage
- (65 - 235)% of base(65 - 235)% of base
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - Impact radius is 1.6 mImpact radius is 1.6 metres
- Calls down a Moonbeam on the target 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 up to (4 - 5) other targets within 6 mCalls down a Moonbeam on the target 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 up to (4 - 5) other targets within 6 metres
Magma Barrier
- Buff
- Attack
- Persistent
- AoE
- Melee
- Trigger
- Fire
- Tier
- 44
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
From: Lament Amulet · Uncut Spirit Gem Tier 4
Req: Level 10+ | Skill 4+ | Str 21+
While active, increases your BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. Chance passively and imbues 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour 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 HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . 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 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .While active, increases your BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. Chance passively and imbues 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour 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 HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . 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 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. .
Buff
- Fully imbues 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . in 8 secondsFully imbues 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 HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . in 8 seconds - % reduced Imbuement time% reduced Imbuement time
- Grants 25 % inc. BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chanceGrants 25 % increased BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chance
- q20: +(0 - 5) % inc. BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chance+(0 - 5) % increased BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chance
- Gemling: Buff grants +(0 - 5) % to max BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. ChanceBuff grants +(0 - 5) % to maximum BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. Chance
Magma Spray
- Critical Hit Chance
- 5.00%5.00%
- Attack Damage
- (170 - 694)% of base(170 - 694)% of base
- 5 to 7 Added FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage per 15 ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .5 to 7 Added FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage per 15 ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . - 5 to 7 Added FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage per 15 EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy . on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .5 to 7 Added FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage per 15 EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . on ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock . - (4 - 103) to (6 - 155) Base Off Hand FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Dmg(4 - 103) to (6 - 155) Base Off Hand FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . Damage - Magma Spray radius is 2.8 mMagma Spray radius is 2.8 metres
Mirage Archer
- Buff
- Persistent
- Trigger
- Duration
- Meta
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
- Reservation
- 60 Spirit60 Spirit
From: Portent Amulet · Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Dex 48+
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Mirage Archer
- Gemling: (0 - 40) % inc. Reservation Efficiency of Skills(0 - 40) % increased Reservation Efficiency of Skills
Support
- Mirages deal 30 % less DmgMirages deal 30 % less Damage
- Socketed Skills cannot consume 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.Socketed Skills cannot consume 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.
Mirage
- Cooldown Time
- 10.00 s10.00 s
- Mirage duration is (5.05 - 6) secondsMirage duration is (5.05 - 6) seconds
- q20: +(0 - 1) seconds to Mirage duration+(0 - 1) seconds to Mirage duration
- Gemling: (0 - 40) % inc. Reservation Efficiency(0 - 40) % increased Reservation Efficiency
- Tier
- 1111
- Level
- (1 - 20)(1 - 20)
- Cost
- (18 - 121) Mana(18 - 121) Mana
From: Crossbow (Mercenary) T11
Req: Level 41+ | Skill 11+ | Str 41+ | Dex 41+
Raise a cannon BallistaBallista
Ballistas are a type of Totem that use ProjectileProjectile Attacks . Totem which uses socketed GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills, with significantly improved Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate .Raise a cannon BallistaBallista
Ballistas are a type of Totem that use ProjectileProjectile Attacks . Totem which uses socketed GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills, with significantly improved Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate .
Mortar Cannon
- Totem duration is 8 secondsTotem duration is 8 seconds
- Limit 1 TotemLimit 1 Totem
- Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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. - Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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 - 20) % inc. AoE for Skills used by Totems(0 - 20) % increased Area of Effect for Skills used by Totems
- Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem
Support
- Supported GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills have 100 % inc. Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. RateSupported GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills have 100 % increased Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate - Supported Skills have 50 % less Attack speedSupported Skills have 50 % less Attack speed
- Supported GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills deal 50 % less DmgSupported GrenadeGrenade
FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires. Skills deal 50 % less Damage
Pounce
- Attack
- Minion
- Shapeshift
- Werewolf
- AoE
- Melee
- Slam
- Trigger
- Tier
- 33
- Level
- (1 - 20)(1 - 20)
- Cost
- (15 - 102) Mana(15 - 102) Mana
- Cooldown Time
- (6.00 - 5.10) s(6.00 - 5.10) s
- Attack Damage
- (100 - 312)% of base(100 - 312)% of base
From: Primal (Druid) T3
Req: Level 6+ | Skill 3+ | Str 9+ | Int 9+
Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will be Triggered targeting the highest 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. enemy 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. , or if a MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. gem is socketed into this Skill, that MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will be Triggered targeting the highest 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. enemy 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. , or if a MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. gem is socketed into this Skill, that MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.
Pounce
- +0.2 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time+0.2 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time - Impact radius is 2 mImpact radius is 2 metres
Predator's Mark
- Limit 1 Marked targetLimit 1 Marked target
- MarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. duration is 8 secondsMarkMark
Marks are a family of DebuffsDebuff 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 ConsumeConsume the Mark. duration is 8 seconds - Marked target takes 3 % inc. damage for each of its enemies within 6 m of it, up to 45 %Marked target takes 3 % increased damage for each of its enemies within 6 metres of it, up to 45 %
- q20: Marked target takes (0 - 1) % inc. damage for each of its enemies within 6 m of it, up to (0 - 15) %Marked target takes (0 - 1) % increased damage for each of its enemies within 6 metres of it, up to (0 - 15) %
Summon Wolf
- Cost
- 0 Mana0 Mana
- Limit (4 - 6) Summoned WolvesLimit (4 - 6) Summoned Wolves
- Summons +1 Wolf if Marked target is UniqueSummons +1 Wolf if Marked target is Unique
- Gemling: Limit (0 - 4) Summoned WolvesLimit (0 - 4) Summoned Wolves
Reaper's Invocation
- Buff
- Persistent
- Trigger
- Invocation
- Meta
- Tier
- 1414
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
- Cooldown Time
- 0.20 s0.20 s
From: Lament Amulet · Uncut Spirit Gem Tier 14
Req: Level 58+ | Skill 14+ | Dex 57+ | Int 57+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you kill an enemy with a MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attack . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you kill an enemy with a MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attack . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Reaper's Invocation
- (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500 - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 30 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you kill with MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage. AttacksGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 30 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per Power of enemies you kill with MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attacks
- q20: (0 - 20) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 20) % 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
- Gemling: Socketed Spells deal (0 - 20) % inc. Dmg when triggeredSocketed Spells deal (0 - 20) % increased Damage when triggered
Support
- Socketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when TriggeredSocketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when Triggered
Shattering Palm
- Attack
- AoE
- Melee
- Strike
- Trigger
- Cold
- Tier
- 1111
- Level
- (1 - 20)(1 - 20)
- Cost
- (5 - 40) Mana(5 - 40) Mana
- Attack Speed
- 75% of base75% of base
- Attack Damage
- (35 - 109)% of base(35 - 109)% of base
From: Quarterstaff (Monk) T11
Req: Level 41+ | Skill 11+ | Dex 41+ | Int 41+
Dash to an enemy and StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.Dash to an enemy and StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Melee
- Converts 60 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 60 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - Can't be EvadedCan't be Evaded
- Attaches Shards to enemies within a 3.8 metre radiusAttaches Shards to enemies within a 3.8 metre radius
- q20: (0 - 20) % more CriticalCritical
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%. 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. Chance(0 - 20) % more CriticalCritical
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%. 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. Chance
- Gemling: (0 - 20) % more AoE(0 - 20) % more Area of Effect
Explosion
- Attack Damage
- (120 - 374)% of base(120 - 374)% of base
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - Explosion radius is 1.6 mExplosion radius is 1.6 metres
- q20: (0 - 20) % more CriticalCritical
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%. 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. Chance(0 - 20) % more CriticalCritical
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%. 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. Chance
- Gemling: (0 - 20) % more AoE(0 - 20) % more Area of Effect
Shred
- Attack
- Shapeshift
- Werewolf
- AoE
- Melee
- Strike
- Projectile
- Trigger
- Level
- (1 - 20)(1 - 20)
- Cost
- 0 Mana0 Mana
- Attack Speed
- 200% of base200% of base
- Attack Damage
- (40 - 125)% of base(40 - 125)% of base
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack StrikesStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. twice. Attacking a FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemy will create Ice FragmentsIceFragment
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. , which are ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. that land and explode after a short delay.Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack StrikesStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. twice. Attacking a FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemy will create Ice FragmentsIceFragment
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. , which are ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. that land and explode after a short delay.
Normal Strikes
- Triggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per useTriggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per use
- q20: (0 - 20) % inc. Atk Speed(0 - 20) % increased Attack Speed
Fast Strikes
- Attack Damage
- (35 - 109)%(35 - 109)%
- 35 % more Atk Speed35 % more Attack Speed
- Triggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per useTriggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per use
Final Strike
- Attack Damage
- (60 - 187)%(60 - 187)%
- 55 % less Atk Speed55 % less Attack Speed
- +0.6 m to MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage. StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Range+0.6 metres to MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Range - Triggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per useTriggers Ice FragmentsIceFragment
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup. enemies, no more than once per use
Ice Fragments
- Attack Damage
- (45 - 140)% of base(45 - 140)% of base
- Projectile Speed
- 3.2 m/s3.2 metres per Second
- Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 secondsDetonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. is 2.5 seconds - 60 % more ProjProjectile
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. Speed60 % more ProjectileProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed - Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . damage - FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 3 ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 3 ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. - Explosion radius is 1.8 mExplosion radius is 1.8 metres
Spark
- Spell
- Projectile
- Trigger
- Lightning
- Cold
- Duration
- Repeatable
- Tier
- 11
- Level
- (1 - 20)(1 - 20)
- Cost
- (5 - 56) Mana(5 - 56) Mana
- Cast Time
- 0.70 sec0.70 sec
- Critical Hit Chance
- 9.00%9.00%
- Projectile Speed
- 10 m/s10 metres per Second
From: Elemental (Sorceress) T1
Req: Skill 1+ | Int 4+
Launch a spray of sparking ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. that travel erratically along the ground until they hit an enemy or expire. ConsumesConsume
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. a ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . Infusion if possible to fire many sparks in a circle.Launch a spray of sparking ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. that travel erratically along the ground until they hit an enemy or expire. ConsumesConsume
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. a ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . Infusion if possible to fire many sparks in a circle.
Base
- Deals (1 - 11) to (10 - 216) LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. DmgDeals (1 - 11) to (10 - 216) LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage - FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (4 - 9) ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (4 - 9) ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. - ProjProjectile
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. duration is 2 secondsProjectileProjectile
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. duration is 2 seconds - ProjProjectile
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 at the same time can 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 no more than once every 0.66 secondsProjectilesProjectile
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 at the same time can 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 no more than once every 0.66 seconds
- q20: (0 - 30) % inc. ProjProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed(0 - 30) % increased ProjectileProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed
- Gemling: FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . +(0 - 4) ProjProjectile
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.FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . +(0 - 4) ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Cold-Infused
- Critical Hit Chance
- 11.00%11.00%
- ProjProjectile
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. duration is 2 secondsProjectileProjectile
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. duration is 2 seconds - +0.5 seconds to Cast+0.5 seconds to Cast Time
- ProjProjectile
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 at the same time can 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 no more than once every 0.66 secondsProjectilesProjectile
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 at the same time can 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 no more than once every 0.66 seconds - Deals (7 - 207) to (11 - 310) ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . DmgDeals (7 - 207) to (11 - 310) ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . Damage - Deals (1 - 13) to (10 - 245) LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. DmgDeals (1 - 13) to (10 - 245) LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage - FiresFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (12 - 16) ProjProjectile
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. in a circleFiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . (12 - 16) ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. in a circle
Spell Totem
- Totem
- Spell
- Duration
- Conditional
- Meta
- Tier
- 77
- Level
- (1 - 20)(1 - 20)
- Cost
- (18 - 121) Mana(18 - 121) Mana
From: Primal (Druid) T7
Req: Level 22+ | Skill 7+ | Str 24+ | Int 24+
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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. any combination of 3 Power and/or Endurance 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. to raise a Totem that uses socketed Spells . Cannot use Skills with Cooldowns.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 DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. any combination of 3 Power and/or Endurance 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. to raise a Totem that uses socketed Spells . Cannot use Skills with Cooldowns.
Spell Totem
- Totem duration is 8 secondsTotem duration is 8 seconds
- Limit (1 - 2) TotemLimit (1 - 2) Totem
- Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains +(0 - 75) % to all Elemental ResistancesResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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. - Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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.Totem gains + (0 - 35) % to Chaos ResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold 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. - Socketed Skills deal 10 % more damage per Power ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. ConsumedSocketed Skills deal 10 % more damage per Power ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. Consumed - 20 % more Totem life per Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. Consumed20 % more Totem life per Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. Consumed - 20 % more Totem duration per Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. Consumed20 % more Totem duration per Endurance ChargeCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. Consumed
- q20: +(0 - 4) seconds to Totem duration+(0 - 4) seconds to Totem duration
Support
- Socketed Skills have 25 % less Cast SpeedSocketed Skills have 25 % less Cast Speed
- Gemling: Spells Cast by Totems have (0 - 10) % inc. Cast Speed per Summoned TotemSpells Cast by Totems have (0 - 10) % increased Cast Speed per Summoned Totem
Spellslinger
- Buff
- Persistent
- Trigger
- Invocation
- Meta
- Level
- (1 - 20)(1 - 20)
- Cooldown Time
- 0.20 s0.20 s
From: Dueling Wand
Req: Level 1+ | Int 157+
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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you cast Spells . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you cast Spells . 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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. .
Spellslinger
- (0 - 57) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained(0 - 57) % increased EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained - Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500Maximum EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. is 500 - GainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Spells you castGainsGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. 2 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time of Spells you cast
- q20: (0 - 15) % inc. EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_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 SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. gained
Support
- Socketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when TriggeredSocketed Spells consume 10 EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. per 0.1 seconds of base cast time when Triggered
Trail of Caltrops
- Attack
- Buff
- Persistent
- AoE
- Projectile
- Trigger
- Physical
- Duration
- Tier
- 88
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
From: Lament Amulet · Uncut Spirit Gem Tier 8
Req: Level 26+ | Skill 8+ | Dex 48+
While active, scatters caltrops in your wake when you dodge.While active, scatters caltrops in your wake when you dodge.
Trail of Caltrops
- Scatters 3 caltrops when you dodgeScatters 3 caltrops when you dodge
Caltrops
- Cost
- 0 Mana0 Mana
- Critical Hit Chance
- 5.00%5.00%
- Attack Damage
- (35 - 143)% of base(35 - 143)% of base
- Projectile Speed
- 4 m/s4 metres per Second
- (6 - 159) to (9 - 238) base PhysicalPhysical
10% increased Physical Damage Dmg(6 - 159) to (9 - 238) base PhysicalPhysical
10% increased Physical Damage Damage - Increases and reductions to ThornsThorns
Thorns damage is a kind of HitHit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMelee Attack Hits , dealing your Thorns damage to the enemy that HitHit you. Some skills and other effects may also deal your thorns damage to enemies at other times. Dmg apply 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. Dmg with this skillIncreases and reductions to ThornsThorns
Thorns damage is a kind of HitHit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMelee Attack Hits , dealing your Thorns damage to the enemy that HitHit you. Some skills and other effects may also deal your thorns damage to enemies at other times. Damage apply 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. Damage with this skill - MaimMaim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified. 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.MaimMaim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified. 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. - Caltrop radius is 0.5 mCaltrop radius is 0.5 metres
- Caltrop duration is 8 secondsCaltrop duration is 8 seconds
- q20: +(0 - 5) to max number of Caltrops allowed+(0 - 5) to maximum number of Caltrops allowed
- Gemling: Deals (0 - 20) % more PhysicalPhysical
10% increased Physical Damage damageDeals (0 - 20) % more PhysicalPhysical
10% increased Physical Damage damage
Walking Calamity
- Attack
- Shapeshift
- Buff
- Bear
- AoE
- Trigger
- Fire
- Duration
- Tier
- 1313
- Level
- (1 - 20)(1 - 20)
- Cost
- (24 - 166) Mana(24 - 166) Mana
- Attack Speed
- 70% of base70% of base
- Attack Damage
- 0% of base0% of base
From: Primal (Druid) T13
Req: Level 52+ | Skill 13+ | Str 51+ | Int 51+
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 HitHit 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 HitHit 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 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 HitHit every 0.5 seconds can cause you to gain Rage. regeneration. This Skill's effects are suppressed if you leave Bear formBear_Form
ShapeshiftingShapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage . While in Bear form, you gain: • +10 to ArmourArmour per level • 30% of ArmourArmour also applies to Elemental DamageElementalDamage • an Endurance ChargeCharges for every 15 RageRage you spend, but will resume if you return to Bear formBear_Form
ShapeshiftingShapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage . While in Bear form, you gain: • +10 to ArmourArmour per level • 30% of ArmourArmour also applies to Elemental DamageElementalDamage • an Endurance ChargeCharges 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 HitHit 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 HitHit 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . 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 HitHit every 0.5 seconds can cause you to gain Rage. regeneration. This Skill's effects are suppressed if you leave Bear formBear_Form
ShapeshiftingShapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage . While in Bear form, you gain: • +10 to ArmourArmour per level • 30% of ArmourArmour also applies to Elemental DamageElementalDamage • an Endurance ChargeCharges for every 15 RageRage you spend, but will resume if you return to Bear formBear_Form
ShapeshiftingShapeshifting into a Bear grants access to devastating Slams and FireFire Attacks fuelled by smouldering RageRage . While in Bear form, you gain: • +10 to ArmourArmour per level • 30% of ArmourArmour also applies to Elemental DamageElementalDamage • an Endurance ChargeCharges for every 15 RageRage you spend before the duration expires.
Walking Calamity
- Requires 50 GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. to useRequires 50 GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. to use - + 0.3 seconds to base attack time if not standing+ 0.3 seconds to base attack time if not standing
- Trigger a Meteor every 0.15 secondsTrigger a Meteor every 0.15 seconds
- A large Meteor falls every 15 MeteorsA large Meteor falls every 15 Meteors
- Meteors fall in 8 metre radiusMeteors fall in 8 metre radius
- Meteors Trigger 50 % more frequently for each additional enemy in radius, up to 200 %Meteors Trigger 50 % more frequently for each additional enemy in radius, up to 200 %
- Large meteors can target a single enemy only once every 2 secondsLarge meteors can target a single enemy only once every 2 seconds
- Buff duration is 10 secondsBuff duration is 10 seconds
- Buff grants 5 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. regenerated per secondBuff grants 5 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. regenerated per second - Buff grants 30 % of damage Gained as FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageBuff grants 30 % of damage Gained as FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage
- q20: Buff grants +(0 - 10) % of damage Gained as FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageBuff grants +(0 - 10) % of damage Gained as FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage
- Gemling: (0 - 50) % chance to not consume 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.(0 - 50) % chance to not consume 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.
Small Meteor
- Attack Damage
- (60 - 245)% of base(60 - 245)% of base
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage - Impact radius is 0.8 mImpact radius is 0.8 metres
Large Meteor
- Attack Damage
- (150 - 612)%(150 - 612)%
- Converts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damageConverts 100 % of PhysicalPhysical
10% increased Physical Damage damage to FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . damage - Impact radius is 1.4 mImpact radius is 1.4 metres
- Ignited GroundIgnited_Ground
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified. duration is 5 secondsIgnited GroundIgnited_Ground
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified. duration is 5 seconds
Wind Dancer
- Buff
- Attack
- Persistent
- AoE
- Melee
- Trigger
- Staged
- Tier
- 44
- Level
- (1 - 20)(1 - 20)
- Reservation
- 30 Spirit30 Spirit
From: Lament Amulet · Uncut Spirit Gem Tier 4
Req: Level 10+ | Skill 4+ | Dex 21+
While active, periodically grants stages of a buff that gives you more EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . per stage. Being 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 an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.While active, periodically grants stages of a buff that gives you more EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . per stage. Being 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 an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Buff
- 3 max stages3 maximum stages
- 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, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. a stage every (1.12 - 1.5) secondsGainGain
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 PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain. a stage every (1.12 - 1.5) seconds - 10 % more EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy . Rating per stage On being 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 an Enemy, consume all stages to trigger Gale Force10 % more EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . Rating per stage On being 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 an Enemy, consume all stages to trigger Gale Force
Gale Force
- Cost
- 0 Mana0 Mana
- Cooldown Time
- 0.25 s0.25 s
- Attack Damage
- (20 - 82)% of base(20 - 82)% of base
- Knocks Back EnemiesKnocks Back Enemies
- Explosion radius is 1.6 mExplosion radius is 1.6 metres
- 100 % more area of effect per stage100 % more area of effect per stage
- 50 % more damage per stage50 % more damage per stage
- 25 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . distance per stage25 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . distance per stage
- q20: +(0 - 0.4) m to explosion radius+(0 - 0.4) metres to explosion radius
- Gemling: (0 - 50) % more damage per stage(0 - 50) % more damage per stage