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Div/Ex: 1:151

Forbidden Rites · 2026-09-08T21:00:00.000Z

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Path of Exile 2 active gems

POE2 Skills Overview

Browse 316 published POE2 skills across 41 groups. Every published card is represented in static HTML with its processed game-data description, requirements, stats, modifiers, variants and existing local artwork where available.

Open SPA — explore all skills

Published overview

Unique entries
316
Groups
41
Group appearances
368
Source snapshot

Some entries appear in more than one relevant group. This page is an overview, so it does not create an individual route for every skill.

Kalguuran Spells (14)

Animus Exchange

  • Spell
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(15 - 101) Mana(15 - 101) Mana
Cooldown Time
4.00 s4.00 s
Cast Time
0.60 sec0.60 sec

From: Kalguuran Remnants

Req: Level 1+

SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.
SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
a portion of your Life to recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
recovered by this Skill can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
.

  • SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    up to (25 - 800) Life
  • 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.
    Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life
    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.
    Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    equal to 70 % of Sacrificed Life
  • q20: (0 - 20) % 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 - 20) % 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

Bitter Dead

  • Spell
  • AoE
  • Cold
  • Repeatable
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.75 sec0.75 sec

From: Kalguuran Remnants

Req: Level 1+

Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
into bitter cores that seek out enemies and 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.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
damage over time.
Spend WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
and target an area, transforming CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
into bitter cores that seek out enemies and 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.
enemies near them. The cores explode at the end of their duration, creating runes which deal additional ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
damage over time.

Bitter Dead

  • Transformation radius is 3.5 mTransformation radius is 3.5 metres
  • Transforms up to (1 - 7) 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.
    Transforms up to (1 - 7) 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.
  • Core duration is 5 secondsCore duration is 5 seconds
  • q20: Transforms +(0 - 1) 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.
    Transforms +(0 - 1) 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.
  • Gemling: (0 - 10) % chance to not destroy Consumed 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.
    (0 - 10) % chance to not destroy Consumed 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

Critical Hit Chance
12.00%12.00%
  • Deals (9 - 319) to (14 - 478) 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 .
    damage
    Deals (9 - 319) to (14 - 478) 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 2 mExplosion radius is 2 metres

Core

  • ChillsChill

    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.
    enemies as though dealing (26 - 888) to (39 - 1332) 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 .
    damage
    ChillsChill

    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.
    enemies as though dealing (26 - 888) to (39 - 1332) 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
  • ChillsChill

    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.
    enemies within 1.5 metre radius
    ChillsChill

    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.
    enemies within 1.5 metre radius

Rune

  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • Deals (6.5 - 221.4) 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 .
    damage per second
    Deals (6.5 - 221.4) 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 per second
  • Rune radius is 1.5 mRune radius is 1.5 metres
  • Rune duration is 10 secondsRune duration is 10 seconds

Detonate Living

  • Spell
  • AoE
  • Physical
  • Repeatable
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.65 sec0.65 sec
Critical Hit Chance
12.00%12.00%

From: Kalguuran Remnants

Req: Level 1+

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.
an enemy under the Culling StrikeCulling_Strike

Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

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

Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
Threshold , causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling StrikeCulling_Strike

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

Detonate Living

  • Deals (1 - 30) to (2 - 46) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (1 - 30) to (2 - 46) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Culling StrikeCulling_Strike

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

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

Explosion

  • Explosion radius is 2.6 mExplosion radius is 2.6 metres
  • Deals (28 - 177) to (42 - 265) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (28 - 177) to (42 - 265) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to (6.6 - 14.2) % 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 Life
    Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to (6.6 - 14.2) % 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
  • q20: Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to (0 - 2) % 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 Life
    Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to (0 - 2) % 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
  • Gemling: +(0 - 0.4) m to explosion radius+(0 - 0.4) metres to explosion radius

Eternal March

  • Spell
  • Minion
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cooldown Time
4.00 s4.00 s
Cast Time
InstantInstant

From: Kalguuran Remnants

Req: Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly Revive your Minions . Prioritises the most powerful minions first.

  • Spends up to (19 - 853) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total max Life equal to (3 - 20) times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Spends up to (19 - 853) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to Revive Minions with total maximum Life equal to (3 - 20) times the Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • q20: Spends up to (0 - 200) additional Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Spends up to (0 - 200) additional Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .

Explosive Transmutation

  • Buff
  • Spell
  • Persistent
  • AoE
  • Trigger
  • Physical
  • Lightning
  • Cold
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Kalguuran Remnants

Req: Level 1+

While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.

Explosive Transmutation

  • Trigger Transmutation Explosion on picking up a RemnantTrigger Transmutation Explosion on picking up a Remnant

Physical

Cost
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
0.50 s (5 Times)0.50 s (5 Times)
Cast Time
InstantInstant
Critical Hit Chance
14.00%14.00%
  • Deals (4 - 149) to (7 - 223) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (4 - 149) to (7 - 223) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • q20: +(0 - 0.2) m to Explosion radius+(0 - 0.2) metres to Explosion radius
  • Gemling: (0 - 30) % inc. Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost Efficiency
    (0 - 30) % increased Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost Efficiency

Cold

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 103) to (6 - 155) 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 .
    Dmg
    Deals (4 - 103) to (6 - 155) 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

Fire

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 116) to (6 - 174) 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
    Deals (4 - 116) to (6 - 174) 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

Lightning

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (1 - 16) to (9 - 295) 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.
    Dmg
    Deals (1 - 16) to (9 - 295) 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

Chaos

  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Deals (4 - 139) to (8 - 259) Chaos.DmgChaos_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.
    Deals (4 - 139) to (8 - 259) 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.

Frostflame Nova

  • Spell
  • AoE
  • Cold
  • Fire
  • Nova
  • Repeatable
  • Skill
  • Kalguuran
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.70 sec0.70 sec

From: Kalguuran Remnants

Req: Level 1+

Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active 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.
and rapidly Freezing them but preventing them from being Ignited further until 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.
expires.
Unleash a wave of volatile ice that feeds on flames. While the wave doesn't deal damage, the ice latches onto Ignited enemies, refreshing the duration of their active 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.
and rapidly Freezing them but preventing them from being Ignited further until 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.
expires.

Wave

  • Wave radius is 3.5 mWave radius is 3.5 metres
  • q20: +(0 - 1) metre to wave radius+(0 - 1) metre to wave radius
  • Gemling: (0 - 20) % inc. Dmg with Hits against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    Enemies
    (0 - 20) % increased Damage with Hits against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    Enemies

Volatile Ice

Critical Hit Chance
12.00%12.00%
  • 10 % 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 for each 1% of 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.
    dealt by the affected 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.
    per second
    10 % 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 for each 1% of 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.
    dealt by the affected 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.
    per second
  • Hits enemies every 0.5 seconds until affected 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.
    expires
    Hits enemies every 0.5 seconds until affected 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.
    expires
  • Deals (2 - 81) to (3 - 122) 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 .
    Dmg
    Deals (2 - 81) to (3 - 122) 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

Grim Pillars

  • Spell
  • AoE
  • Cold
  • Duration
  • Nova
  • Skill
  • Kalguuran
  • Runic Ward
Level
(1 - 20)(1 - 20)
Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.70 sec0.70 sec
Critical Hit Chance
12.00%12.00%

From: Kalguuran Remnants

Req: Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of 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.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of 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.

Pillars

  • Deals (3 - 99) to (5 - 149) 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 .
    Dmg
    Deals (3 - 99) to (5 - 149) 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
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • Creation radius is 4 mCreation radius is 4 metres
  • Creates 8 Grim PillarsCreates 8 Grim Pillars
  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Grim Pillar duration is 10 secondsGrim Pillar duration is 10 seconds
  • Grim Pillars have (27 - 9536) max LifeGrim Pillars have (27 - 9536) maximum Life
  • Limit 20 Grim PillarsLimit 20 Grim Pillars
  • q20: Creates +(0 - 2) Grim PillarsCreates +(0 - 2) Grim Pillars
  • Gemling: +(0 - 0.4) m to eruption radius+(0 - 0.4) metres to eruption radius

Explosion

  • 50 % 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
    50 % 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
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Deals (5 - 159) to (7 - 239) 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 .
    Dmg
    Deals (5 - 159) to (7 - 239) 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

Hollow Shell

  • Spell
  • Buff
  • AoE
  • Nova
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.60 sec0.60 sec

From: Kalguuran Remnants

Req: Level 1+

SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

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

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
.
SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to send out an energy pulse that grants nearby AlliesAllies

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

Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
.

  • Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

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

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or 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.
    equal to (45 - 64) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse spends 100% of your Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to grant AlliesAllies

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

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
    equal to (45 - 64) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Pulse radius is (3 - 4) mPulse radius is (3 - 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 6 seconds
    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.
    duration is 6 seconds
  • Cannot affect the same target more than once every 6 secondsCannot affect the same target more than once every 6 seconds
  • q20: Pulse grants GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or 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.
    equal to an additional (0 - 5) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Pulse 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.
    equal to an additional (0 - 5) % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent

Powered by Verisium

  • Spell
  • Repeatable
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
(7.00 - 5.10) s(7.00 - 5.10) s
Cast Time
0.70 sec0.70 sec

From: Kalguuran Remnants

Req: Level 1+

Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsume Infusions specifically mention the type(s) of Infusion they can ConsumeConsume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsume an Infusion separately to gain the effect.
.
Spends WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to generate Verisium InfusionsVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, which can be used in place of any Elemental InfusionsElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsume Infusions specifically mention the type(s) of Infusion they can ConsumeConsume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsume an Infusion separately to gain the effect.
.

  • Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    Generates (1 - 4) Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
  • q20: (0 - 50) % inc. Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    duration
    (0 - 50) % increased Verisium InfusionVerisium_Infusion

    A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
    duration

Refutation

  • Buff
  • Spell
  • Duration
  • Repeatable
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
(11.90 - 10.00) s(11.90 - 10.00) s
Cast Time
0.65 sec0.65 sec

From: Kalguuran Remnants

Req: Level 1+

Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to 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.
all Blockable Hits and apply Parried to enemies from which you've Blocked a 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 Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may 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.
you.
Spends all your WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to gain a short-duration Buff that causes you to 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.
all Blockable Hits and apply Parried to enemies from which you've Blocked a 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 Buff is removed if you are Heavy Stunned . While this Buff is active, you cannot be Light Stunned , but Blocking too much damage may 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.
you.

  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • While the Buff is active, automatically 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.
    from all directions and inflict Parried to Blocked enemies
    While the Buff is active, automatically 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.
    from all directions and inflict Parried to Blocked enemies
  • Buff duration is 4 secondsBuff duration is 4 seconds
  • 50 % less StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active
    50 % less StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active
  • 5 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active per 10 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    5 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active per 10 Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is (2 - 3.9) seconds
  • q20: +(0 - 20) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active
    +(0 - 20) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while Buff is active

Runic Reprieve

  • Spell
  • Channelling
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
(3 - 13) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
per second
Cast Time
0.12 sec0.12 sec

From: Kalguuran Remnants

Req: Level 1+

Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits 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 damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate 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. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.
Channel to create a protective bubble all around you, Blocking Hits against you. While ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill, you cannot be Light Stunned by Hits 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 damage you take from Hits is also removed from Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Blocking Hits this way causes you to accumulate 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. You cannot recover Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
while this Skill is active.

  • (5 - 100) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (5 - 100) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • You take (21 - 25) % of damage from Blocked HitsYou take (21 - 25) % of damage from Blocked Hits
  • Lose Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on 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.
    equal to the damage you took from that HitHit

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

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on 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.
    equal to the damage you took from that HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Requires at least 20 % of max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill
    Requires at least 20 % of maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    to be able to use this Skill
  • q20: (0 - 40) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (0 - 40) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill

Skyfall

  • Spell
  • Minion
  • AoE
  • Physical
  • Cold
  • Conditional
  • Repeatable
  • Skill
Level
(1 - 20)(1 - 20)
Cost
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(25 - 135) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
14.00%14.00%

From: Kalguuran Remnants

Req: Level 1+

Build GloryGlory

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

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum GloryGlory

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

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. 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 Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .
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 spending Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. When you have maximum GloryGlory

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

A Temporary Minion is a Minion that does not revive after it dies.
. Targeting close to you will cause you to jump back as you cast. 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 Verisium InfusionVerisium_Infusion

A Verisium Infusion can be used instead of any of the Elemental InfusionsElementalInfusion . Skills will prioritise using non-Verisium Infusions. Verisium Infusions last for 20 seconds or until Consumed by another Skill. Your maximum number of Verisium Infusions is equal to the maximum number of any single type of Elemental InfusionElementalInfusion you can have (3 by default).
, if possible, to increase the number of Minions summoned .

Skyfall

  • Deals (16 - 553) to (24 - 829) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (16 - 553) to (24 - 829) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (16 - 553) to (24 - 829) 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 .
    Dmg
    Deals (16 - 553) to (24 - 829) 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
  • +1 second 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.
    Cast
    +1 second 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.
    Cast Time
  • Requires (50 - 270) GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires (50 - 270) GloryGlory

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

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent 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
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent 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
  • Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 3 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres
  • q20: (0 - 10) % chance to Echo(0 - 10) % chance to Echo
  • Gemling: (0 - 20) % inc. Dmg with Hits against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    Enemies
    (0 - 20) % increased Damage with Hits against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    Enemies

Verisium-Infused

  • +1 second 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.
    Cast
    +1 second 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.
    Cast Time
  • Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent 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
    Generates 100 % of Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent 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
  • Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Creates 6 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
    Limit 12 Temporary MinionsTemporary_Minion

    A Temporary Minion is a Minion that does not revive after it dies.
  • Impact radius is 3 mImpact radius is 3 metres
  • Deals (16 - 553) to (24 - 829) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (16 - 553) to (24 - 829) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (16 - 553) to (24 - 829) 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 .
    Dmg
    Deals (16 - 553) to (24 - 829) 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

Triskelion Cascade

  • Spell
  • Buff
  • Duration
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 155) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
1.00 s1.00 s
Cast Time
0.45 sec0.45 sec

From: Kalguuran Remnants

Req: Level 1+

Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

WarcriesWarcries , and Non- ChannellingChannelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that RepeatsRepeat will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.
Tap into the power of the Triskelion Flame to Empower the next CascadableCascadable

WarcriesWarcries , and Non- ChannellingChannelling Spells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable Spell that RepeatsRepeat will not Cascade or Echo while Repeating .
Spell you cast. The EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Spell becomes centred on your location, and Cascades to six areas around you in a Triskelion pattern.

  • Maximum Buff duration is 4 secondsMaximum Buff duration is 4 seconds
  • (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
    (300 - 800) % of EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's cast time is added to this Skill's cooldown
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill has (31 - 40) % less area of effect
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (11 - 30) % less damage
  • q20: EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (0 - 10) % more damage
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill deals (0 - 10) % more damage

Wardbound Minions

  • Spell
  • Minion
  • Duration
  • Repeatable
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.75 sec0.75 sec

From: Kalguuran Remnants

Req: Level 1+

Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging 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 .
Spells .
Spend all your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging 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 .
Spells .

  • Limit (15 - 24) Summoned Wardbound MinionsLimit (15 - 24) Summoned Wardbound Minions
  • Minion duration is 15 secondsMinion duration is 15 seconds
  • Minions disperse after casting 6 SpellsMinions disperse after casting 6 Spells
  • Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
    Summon one Wardbound Minion on Skill use and an additional Minion for each additional (11 - 59) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    spent
  • q20: +(0 - 2) Spell casts before dispersing+(0 - 2) Spell casts before dispersing

Conductive Runes

  • Attack
  • AoE
  • Lightning
  • Duration
  • Hazard
  • Skill
  • Kalguuran
  • Runic Ward
Level
(1 - 20)(1 - 20)
Cost
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 81) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Critical Hit Chance
7.00%7.00%

From: Kalguuran Remnants

Req: Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.

Conductive Runes

  • Runes emerge within a 8.5 metre length coneRunes emerge within a 8.5 metre length cone
  • Rune duration is 10 secondsRune duration is 10 seconds
  • Runes arm after 0.4 secondsRunes arm after 0.4 seconds
  • Limit 20 active RunesLimit 20 active Runes
  • Runes detonate 0.3 seconds after activationRunes detonate 0.3 seconds after activation
  • Creates 10 RunesCreates 10 Runes
  • q20: (-0.1 - 0) seconds to arming time (-0.1 - 0) seconds to activation time(-0.1 - 0) seconds to arming time (-0.1 - 0) seconds to activation time
  • Gemling: Runes emerge within a (0 - 0.6) metre length coneRunes emerge within a (0 - 0.6) metre length cone

Explosion

Attack Damage
(50 - 204)%(50 - 204)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 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.
    damage from this skill Contributes to Electrocution Buildup
    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 from this skill Contributes to Electrocution Buildup
  • Rune explosion radius is 1.4 mRune explosion radius is 1.4 metres
  • (1 - 16) to (11 - 304) base 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.
    Dmg
    (1 - 16) to (11 - 304) base 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
  • 50 % more Electrocution buildup from Hits with this skill50 % more Electrocution buildup from Hits with this skill

Fragments Of The Past

  • Attack
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
  • AoE
  • Projectile
  • Trigger
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Attack Speed
60% of base60% of base
Attack Damage
(50 - 204)% of base(50 - 204)% of base
Projectile Speed
3.2 m/s3.2 metres per Second

From: Kalguuran Remnants

Req: Level 1+

Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and 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.
.
Spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to create a Verisium volcano that deals damage on initial eruption and 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.
.

Fragments of the Past

  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Limit 1 VolcanoLimit 1 Volcano
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • Initial eruption 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.
    with 2 additional 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.
    Initial eruption 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.
    with 2 additional 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.
  • 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.
    every 0.5 seconds
    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.
    every 0.5 seconds
  • q20: +(0 - 0.4) m to eruption radius+(0 - 0.4) metres to eruption radius
  • Gemling: Volcano duration is (0 - 1) secondVolcano duration is (0 - 1) second

Ice Fragments

Attack Damage
(45 - 163)% of base(45 - 163)% 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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    60 % 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 .
    damage
    Converts 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 .
    2 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 .
    2 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
  • q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres

Rain of Blades

  • Attack
  • Buff
  • AoE
  • Trigger
  • Duration
  • Skill
  • Kalguuran
  • Runic Ward
Level
(1 - 20)(1 - 20)
Cost
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(11 - 59) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
10.00 s10.00 s

From: Kalguuran Remnants

Req: Level 1+

Pour your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies HitHit

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

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
into conjuring blades. For the duration of the Buff , these blades fall on enemies HitHit

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

Rain of Blades

  • Buff duration is 5 secondsBuff duration is 5 seconds
  • q20: (0 - 20) % 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 - 20) % 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

Falling Blade

Cost
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(5 - 27) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
0.30 s (5 Times)0.30 s (5 Times)
Attack Damage
(80 - 232)% of base(80 - 232)% of base
  • Hits are PinningHits are Pinning
  • Impact radius is 1.2 mImpact radius is 1.2 metres
  • q20: (0 - 20) % 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 - 20) % 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: (0 - 30) % inc. Immobilisation buildup(0 - 30) % increased Immobilisation buildup

Voltaic Barrier

  • Attack
  • AoE
  • Trigger
  • Lightning
  • Chaining
  • Skill
  • Kalguuran
  • Runic Ward
Level
(1 - 20)(1 - 20)
Cost
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(20 - 108) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Attack Time
0.75 sec0.75 sec
Attack Damage
(20 - 62)% of base(20 - 62)% of base

From: Kalguuran Remnants

Req: Level 1+

Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. 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.
you fire through the wall become energised, and discharge that energy on HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
as Chaining 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.
beams.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. 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.
you fire through the wall become energised, and discharge that energy on HitHit

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

Voltaic Barrier

  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 300 % more Electrocution buildup300 % more Electrocution buildup
  • 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.
    damage from this skill Contributes to Electrocution Buildup
    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 from this skill Contributes to Electrocution Buildup
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
  • Wall length is 6 mWall length is 6 metres
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Hits enemies every 0.25 secondsWall Hits enemies every 0.25 seconds
  • q20: (0 - 40) % inc. Skill Effect Dur.(0 - 40) % increased Skill Effect Duration

Beam

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Attack Damage
(40 - 125)% of base(40 - 125)% of base
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 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.
    3 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times
  • Beam targeting radius is 2 mBeam targeting radius is 2 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 .
    beams at up to 3 additional Enemies near the target
    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 .
    beams at up to 3 additional Enemies near the target
  • Gemling: 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.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times

Animus Splinters

  • Meta
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
8.00 s8.00 s

From: Kalguuran Remnants

Req: Level 1+

Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .
Expend a large amount of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled , RemoteRemote

Remote Skills are Skills that are performed for you by a different entity, such as a Totem , Trap , or Clone. Minions are not Remote Skills.
, Cooldown or Conditional Skills, or summon Minions .

Animus Splinters

  • This Skill's base cost is equal to (153 - 200) % of the base costs of Socketed SkillsThis Skill's base cost is equal to (153 - 200) % of the base costs of Socketed 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.
    100 % of Life and Mana Cost as Extra Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost
    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.
    100 % of Life and Mana Cost as Extra Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Cost
  • q20: (0 - 20) % inc. Cost Efficiency(0 - 20) % increased Cost Efficiency
  • Gemling: (0 - 20) % inc. Skill Effect Dur.(0 - 20) % increased Skill Effect Duration

Leylines

  • Buff
  • Persistent
  • AoE
  • Duration
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Kalguuran Remnants

Req: Level 1+

While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.
While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
. Running out of Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
causes the energy to temporarily dissipate.

  • Deal (10 - 29) % more Spell damage while on a LeylineDeal (10 - 29) % more Spell damage while on a Leyline
  • Lose (3.43 - 93.03) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
    Lose (3.43 - 93.03) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second while on a Leyline Cannot Recover Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    while on a Leyline
  • Leyline radius is 1.6 mLeyline radius is 1.6 metres
  • Leylines reappear 8 seconds after dissipatingLeylines reappear 8 seconds after dissipating
  • q20: Deal (0 - 10) % more Spell damage while on a LeylineDeal (0 - 10) % more Spell damage while on a Leyline

Remnants of Kalguur

  • Buff
  • Persistent
  • Remnant
  • Skill
  • Kalguuran
  • Runic Ward
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Kalguuran Remnants

Req: Level 1+

While active, enemies you StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.
While active, enemies you StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
or kill have a chance to generate a Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Remnant . These Remnants can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
your Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
.

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Each Remnant grants (5 - 205) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    Each Remnant grants (5 - 205) Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • q20: +(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy+(0 - 5) % chance to spawn a Remnant on Stunning an Enemy +(0 - 5) % chance to spawn a Remnant on killing an enemy

Repulsion

  • Spell
  • Attack
  • AoE
  • Trigger
  • Physical
  • Duration
  • Curse
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(15 - 116) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cast Time
0.50 sec0.50 sec

From: Kalguuran Remnants

Req: Level 1+

Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
buildup based on the Fragility 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.
.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant KnockbackKnockback

Knockback pushes Enemies away when HitHit .
to other enemies near the Cursed target, with more StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
buildup based on the Fragility 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.
.

Repulsion

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • Curse applies 20 FragilityCurse applies 20 Fragility

Repulsion Wave

Cost
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
0 WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
0.50 s (5 Times)0.50 s (5 Times)
Cast Time
InstantInstant
Critical Hit Chance
6.00%6.00%
Attack Damage
(50 - 204)% of base(50 - 204)% of base
  • (5 - 128) to (7 - 192) base PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (5 - 128) to (7 - 192) base PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 200 % inc. KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
    200 % increased KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
  • Knocks Back EnemiesKnocks Back Enemies
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • 10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup 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.
    per Fragility on the target
    10 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup 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.
    per Fragility on the target
  • q20: (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Gemling: +(0 - 20) % more damage against Immobilised enemies+(0 - 20) % more damage against Immobilised enemies

Verisium Manifestations

  • Buff
  • Minion
  • Persistent
  • Duration
  • Skill
  • Kalguuran
  • Runic Ward
  • Remnant
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Kalguuran Remnants

Req: Level 1+

While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.
While active, Hitting with an Attack will spend Runic WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
to summon a Verisium Manifestation, a short-lived Temporary MinionTemporary_Minion

A Temporary Minion is a Minion that does not revive after it dies.
that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.

Verisium Manifestations

  • Trigger Manifest Rune on Hitting with an AttackTrigger Manifest Rune on Hitting with an Attack

Manifest Rune

Cost
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
(7 - 30) WardWard

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
Cooldown Time
0.50 s (5 Times)0.50 s (5 Times)
  • Limit 10 Summoned Verisium ManifestationsLimit 10 Summoned Verisium Manifestations
  • Manifestation duration is 8 secondsManifestation duration is 8 seconds
  • q20: +(0 - 2) s to Manifestation duration+(0 - 2) s to Manifestation duration
  • Gemling: +(0 - 2) to Verisium Manifestation Limit+(0 - 2) to Verisium Manifestation Limit

Skeletal Arsonist

  • Minion
  • Persistent
  • Fire
  • Detonator
Tier
33
Level
(1 - 20)(1 - 20)
Reservation
(90 - 39) Spirit(90 - 39) Spirit

From: Occult (Witch) T3

Req: Level 6+ | Skill 3+ | Int 14+

Activate to summon bomb-throwing, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Arsonists that can detonate other Minions on Command .
Activate to summon bomb-throwing, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Arsonists that can detonate other Minions on Command .

Minion Info

  • 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 - 2) 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 - 2) 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.

Command

Cost
(9 - 93) Mana(9 - 93) Mana
  • Can target Minions with (29 - 1379) Life or lessCan target Minions with (29 - 1379) Life or less

Explosive Demise

Cooldown Time
3.00 s3.00 s
Attack Damage
300% of base300% 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 .
    damage
    Converts 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
  • Deals additional 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 equal to 8 % of Minion 's max Life
    Deals additional 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 equal to 8 % of Minion 's maximum Life
  • Can target Minions with (30 - 1096) Life or lessCan target Minions with (30 - 1096) Life or less
  • Explosion radius is 2.4 mExplosion radius is 2.4 metres
  • q20: Deals additional 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 equal to +(0 - 4) % of Minion 's max Life
    Deals additional 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 equal to +(0 - 4) % of Minion 's maximum Life

Skeletal Brute

  • Minion
  • Warcry
  • Persistent
  • Physical
  • Payoff
Tier
1313
Level
(1 - 20)(1 - 20)
Reservation
(165 - 48) Spirit(165 - 48) Spirit

From: Occult (Witch) T13

Req: Level 52+ | Skill 13+ | Int 92+

Activate to summon hard-hitting, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Brutes that can StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
Primed enemies and 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.
on Command . This 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.
IntimidatesIntimidate

Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
nearby enemies and 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.
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 .
on enemies and allies to deal damage in an Area around them.
Activate to summon hard-hitting, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Brutes that can StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
Primed enemies and 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.
on Command . This 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.
IntimidatesIntimidate

Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
nearby enemies and 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.
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 .
on enemies and allies to deal damage in an Area around them.

Minion Info

  • q20: Minions cause (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    Minions cause (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Gemling: Minions have (0 - 30) % more Maximum LifeMinions have (0 - 30) % more Maximum Life

Command

Cost
(8 - 83) Mana(8 - 83) Mana

Initial Strike

Cooldown Time
4.00 s4.00 s
Attack Speed
120% of base120% of base
Attack Damage
180% of base180% of base
  • +0.2 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
    +0.2 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

Shockwave

  • +0.2 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
    +0.2 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

Skeletal Cleric

  • Minion
  • Persistent
Tier
1313
Level
(1 - 20)(1 - 20)
Reservation
(60 - 20) Spirit(60 - 20) Spirit

From: Occult (Witch) T13

Req: Level 52+ | Skill 13+ | Int 92+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Clerics that heal other minions and revive fallen Skeletons.
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Clerics that heal other minions and revive fallen Skeletons.

Minion Info

  • q20: Revived Skeletons are immune to Dmg for (0 - 3) seconds after being RevivedRevived Skeletons are immune to Damage for (0 - 3) seconds after being Revived
  • Gemling: Minions take (0 - 40) % reduced DmgMinions take (0 - 40) % reduced Damage

Revive Skeleton

Cooldown Time
5.00 s5.00 s
Cast Time
1.20 sec1.20 sec

Heal

Cast Time
1.00 sec1.00 sec
  • Life Regeneration granted: 12.93Life Regeneration granted: 12.93

Skeletal Frost Mage

  • Minion
  • Persistent
  • Cold
Tier
55
Level
(1 - 20)(1 - 20)
Reservation
(120 - 39) Spirit(120 - 39) Spirit

From: Occult (Witch) T5

Req: Level 14+ | Skill 5+ | Int 28+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Frost Mages that can envelop your Minions in an icy shield on Command .
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Frost Mages that can envelop your Minions in an icy shield on Command .

Minion Info

  • q20: Minions deal (0 - 20) % more damageMinions deal (0 - 20) % more damage
  • Gemling: (0 - 20) % inc. Spirit Reservation Efficiency(0 - 20) % increased Spirit Reservation Efficiency

Command

Cost
(16 - 173) Mana(16 - 173) Mana

Ice Bomb

Cooldown Time
8.00 s8.00 s
Cast Time
1.25 sec1.25 sec
Critical Hit Chance
12.00%12.00%
  • Deals 16 to 23 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 .
    Dmg
    Deals 16 to 23 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
  • 100 % 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
    100 % 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
  • Explosion radius is 2.6 mExplosion radius is 2.6 metres

Skeletal Reaver

  • Minion
  • Persistent
  • Physical
Tier
99
Level
(1 - 20)(1 - 20)
Reservation
(90 - 30) Spirit(90 - 30) Spirit

From: Occult (Witch) T9

Req: Level 31+ | Skill 9+ | Int 57+

Activate to summon aggressive, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Reavers that can enrage on Command . Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their 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.
Activate to summon aggressive, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Reavers that can enrage on Command . Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their 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.

Minion Info

  • q20: Minions have (0 - 20) % inc. effect of 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.
    Minions have (0 - 20) % increased effect of 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.
  • Gemling: 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.
    equal to (0 - 30) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt
    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.
    equal to (0 - 30) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt

Command

Cost
(8 - 83) Mana(8 - 83) Mana

Enrage

Cooldown Time
4.00 s4.00 s
  • Lose 1 % of max Life per second 20 % more Life loss each secondLose 1 % of maximum Life per second 20 % more Life loss each second
  • 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.
    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.
    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.
    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.

Skeletal Sniper

  • Minion
  • Persistent
  • Physical
  • Fire
  • Chaos
Level
(1 - 20)(1 - 20)
Reservation
(90 - 30) Spirit(90 - 30) Spirit

From: Occult (Witch) T1

Req: Skill 1+ | Int 4+

Activate to summon long-ranged, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Snipers that can fire a gas arrow on Command .
Activate to summon long-ranged, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Snipers that can fire a gas arrow on Command .

Minion Info

  • q20: Minions deal (0 - 20) % more damageMinions deal (0 - 20) % more damage

Command

Cost
(8 - 85) Mana(8 - 85) Mana

Impact

Cooldown Time
6.00 s6.00 s
Attack Speed
120% of base120% of base
Attack Damage
80% of base80% of base
Projectile Speed
7.5 m/s7.5 metres per Second
  • Impact radius is 1.4 mImpact radius is 1.4 metres
  • Gemling: Deals (0 - 50) % 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
    Deals (0 - 50) % 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

Poison Cloud

  • Does not HitHit

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

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

    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 Hitting them
  • 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 1.4 mCloud radius is 1.4 metres
  • Cloud duration is 8 secondsCloud duration is 8 seconds

Explosion

  • 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 .
    damage
    Converts 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

Skeletal Storm Mage

  • Minion
  • Persistent
  • Lightning
Tier
1111
Level
(1 - 20)(1 - 20)
Reservation
(120 - 39) Spirit(120 - 39) Spirit

From: Occult (Witch) T11

Req: Level 41+ | Skill 11+ | Int 74+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on Command .
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Storm Mages that can call down a lightning strike on dead Skeletons on Command .

Minion Info

  • q20: Minions gain (0 - 20) % of their max Life as Extra max 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.
    Minions gain (0 - 20) % of their maximum Life as Extra maximum 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.
  • Gemling: (0 - 30) % inc. Minion Cast Speed(0 - 30) % increased Minion Cast Speed

Command

Cost
(15 - 155) Mana(15 - 155) Mana

Death Storm

Cooldown Time
5.00 s5.00 s
Cast Time
2.00 sec2.00 sec
Critical Hit Chance
10.00%10.00%
  • Deals 10 to 59 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.
    Dmg
    Deals 10 to 59 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
  • Bolt explosion radius is 2 mBolt explosion radius is 2 metres
  • Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 2 m
    Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 2 metres
  • Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 6 seconds
    Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 6 seconds

Skeletal Warrior

  • Minion
  • Persistent
  • Physical
Level
(1 - 20)(1 - 20)
Reservation
(60 - 20) Spirit(60 - 20) Spirit

From: Rattling Sceptre · Lupine Sceptre · Ochre Sceptre · Devouring Sceptre

Req: Level 1+ | Int 157+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Warriors.
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Warriors.

  • First 2 minions summoned have no base spirit reservationFirst 2 minions summoned have no base spirit reservation
  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

Bone Offering

  • Minion
  • Buff
  • AoE
  • Physical
  • Duration
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(25 - 110) Mana(25 - 110) Mana

From: Occult (Witch) T11

Req: Level 41+ | Skill 11+ | Int 74+

ImpaleImpale

Impale is a DebuffDebuff inflicted by Hits , which stores 30% of the Pre-mitigation PhysicalPhysical HitHit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation PhysicalPhysical damage of that attack hit. A maximum of 60 Impale DebuffsDebuff can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits . Taking a HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, then explode. The bone spike is itself a Minion , and shields itself. If it dies, shields on your other Minions disappear.
ImpaleImpale

Impale is a DebuffDebuff inflicted by Hits , which stores 30% of the Pre-mitigation PhysicalPhysical HitHit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation PhysicalPhysical damage of that attack hit. A maximum of 60 Impale DebuffsDebuff can be present on a target at once. If multiple Impales are present on a target, each Attack's HitHit only Extracts and benefits from the strongest one of them.
a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits . Taking a HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, then explode. The bone spike is itself a Minion , and shields itself. If it dies, shields on your other Minions disappear.

  • Limit 1 Bone Offering SpikeLimit 1 Bone Offering Spike
  • Spike duration is 8 secondsSpike duration is 8 seconds
  • Minions take (15 - 25) % reduced damage from Hits while shieldedMinions take (15 - 25) % reduced damage from Hits while shielded
  • Absorbs first 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.
    dealing over 25 % of Minion's max life
    Absorbs first 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.
    dealing over 25 % of Minion's maximum life
  • q20: Shielded Minions take (0 - 30) % less Dmg for 1 second after 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 .
    is lost
    Shielded Minions take (0 - 30) % less Damage for 1 second after 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 .
    is lost

Pain Offering

  • Minion
  • Buff
  • AoE
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(25 - 110) Mana(25 - 110) Mana

From: Occult (Witch) T5

Req: Level 14+ | Skill 5+ | Int 28+

Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion . If it dies, the effect ends immediately.Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion . If it dies, the effect ends immediately.

  • Limit 1 Pain Offering SpikeLimit 1 Pain Offering Spike
  • Minion Aura radius is 6 mMinion Aura radius is 6 metres
  • Spike duration is 6 secondsSpike duration is 6 seconds
  • Aura grants Minions (20 - 29) % inc. Attack and Cast SpeedAura grants Minions (20 - 29) % increased Attack and Cast Speed
  • Aura grants Minions (20 - 58) % inc. damageAura grants Minions (20 - 58) % increased damage
  • q20: +(0 - 2.4) m to Minion Aura radius+(0 - 2.4) metres to Minion Aura radius

Soul Offering

  • Minion
  • Buff
  • Duration
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(32 - 141) Mana(32 - 141) Mana

From: Occult (Witch) T13

Req: Level 52+ | Skill 13+ | Int 92+

Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions . The bone spike is itself a Minion . If it dies, the effect ends immediately.Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions . The bone spike is itself a Minion . If it dies, the effect ends immediately.

  • Limit 1 Soul Offering SpikeLimit 1 Soul Offering Spike
  • Spike duration is 6 secondsSpike duration is 6 seconds
  • Buff grants you (20 - 77) % inc. Spell damageBuff grants you (20 - 77) % increased Spell damage
  • q20: +(0 - 1) second to Spike duration+(0 - 1) second to Spike duration

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 Power
    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 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 Spells
    Has 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

Bind Spectre

  • Minion
  • Persistent
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(22 - 99) Mana(22 - 99) Mana

From: Occult (Witch) T7

Req: Level 22+ | Skill 7+ | Int 41+

Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minion .
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minion .

  • q20: Minions deal (0 - 20) % more damageMinions deal (0 - 20) % more damage

Companion: {0}

  • Minion
  • Companion
  • Persistent
Level
(1 - 20)(1 - 20)

Req: Level 1+ | Dex 157+

Summon a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Beast Companion to aid you in combat.
Summon a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Beast Companion to aid you in combat.

  • Minions deal (8 - 84) % more damageMinions deal (8 - 84) % more damage
  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency

Dark Pact

  • Spell
  • Minion
  • AoE
  • Chaos
  • Nova
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.70 sec0.70 sec
Critical Hit Chance
7.00%7.00%

From: Dark Staff

Req: Level 1+ | Int 157+

SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
the life of a Minion to deal 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.
in an area around it. If you have no Minions , your own life is sacrificed instead.
SacrificeSacrifice

Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
the life of a Minion to deal 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.
in an area around it. If you have no Minions , your own life is sacrificed instead.

  • Deals (1 - 52) to (3 - 97) Chaos.DmgChaos_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.
    Deals (1 - 52) to (3 - 97) 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.
  • SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    13 % of Minion's life to deal that much 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.
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    13 % of Minion's life to deal that much 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.
  • Uses your life if no Minion in rangeUses your life if no Minion in range
  • 100 % more damage with Hits if using your life100 % more damage with Hits if using your life
  • q20: SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (0 - 2.5) % of Minion's life to deal that much 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.
    SacrificesSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
    (0 - 2.5) % of Minion's life to deal that much 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.

Grim Feast

  • Buff
  • Spell
  • Minion
  • Persistent
  • Remnant
Tier
44
Level
(1 - 20)(1 - 20)

From: Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

While active, your RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection 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.
the Life you've collected to Revive up to that much total Life of dead Minions .
While active, your RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection 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.
the Life you've collected to Revive up to that much total Life of dead Minions .

Grim Feast

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • Remnants store 35 % of Minion max LifeRemnants store 35 % of Minion maximum Life
  • You can store up to (47 - 66124) collected Minion LifeYou can store up to (47 - 66124) collected Minion Life
  • q20: Remnants store (0 - 5) % of Minion max LifeRemnants store (0 - 5) % of Minion maximum Life
  • Gemling: Remnants created by Supported Skills can be collected from (0 - 40) % further awayRemnants created by Supported Skills can be collected from (0 - 40) % further away

Grim Resurrection

Cost
0 Mana0 Mana
Cooldown Time
1.00 s1.00 s
Cast Time
0.40 sec0.40 sec

Raging Spirits

  • Buff
  • Minion
  • Persistent
  • Fire
  • Duration
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

While active, 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 .
Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.
While active, 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 .
Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions , and can pass through them.

  • Minions from this skill convert 70 % 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 .
    Dmg
    Minions from this skill convert 70 % 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
  • Limit 10 Summoned Raging SpiritsLimit 10 Summoned Raging Spirits
  • 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 .
    Area Spells summon a Spirit per 1.5 m of radius 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.
    from 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 .
    Spells summon a Spirit on hit
    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 .
    Area Spells summon a Spirit per 1.5 metres of radius 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.
    from 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 .
    Spells summon a Spirit on hit
  • Maximum 2 Spirits summoned per Spell castMaximum 2 Spirits summoned per Spell cast
  • Spirit duration is 5 secondsSpirit duration is 5 seconds
  • q20: Limit (0 - 2) Summoned Raging SpiritsLimit (0 - 2) Summoned Raging Spirits

Raise Zombie

  • Minion
  • Physical
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(10 - 102) Mana(10 - 102) Mana

From: Occult (Witch) T5

Req: Level 14+ | Skill 5+ | Int 28+

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.
or 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.
to create a short-lived Zombie. Zombies created from Power 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.
are EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
and also create two additional non-empowered Zombies.
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.
or 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.
to create a short-lived Zombie. Zombies created from Power 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.
are EmpoweredEmpowered

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

  • Limit 10 Raised ZombiesLimit 10 Raised Zombies
  • Zombie duration is 20 secondsZombie duration is 20 seconds
  • EmpoweredEmpowered

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

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

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

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

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

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Zombies have 25 % more movement speed
  • q20: (0 - 25) % inc. effect of Empowerment on Raised Zombies(0 - 25) % increased effect of Empowerment on Raised Zombies

Ravenous Swarm

  • Buff
  • Minion
  • Persistent
  • Physical
  • Chaos
  • Duration
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and 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.
enemies.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and 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.
enemies.

  • Swarms Attack enemies within 4 metre radius of youSwarms Attack enemies within 4 metre radius of you
  • Spawn a new Swarm once every 6 secondsSpawn a new Swarm once every 6 seconds
  • Swarm duration is (6 - 9.8) secondsSwarm duration is (6 - 9.8) seconds
  • Modifiers to 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 also apply to Swarm spawning frequency
    Modifiers to 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 also apply to Swarm spawning frequency
  • q20: +(0 - 1) m to swarm Attack radius+(0 - 1) metres to swarm Attack radius

Rhoa Mount

  • Minion
  • Buff
  • Companion
  • Persistent
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 103+

Harnesses a Companion Rhoa you can mount while you're wielding a 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.
. While mounted you can use 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.
, thrown 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.
, and 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.
Skills, and are much less slowed while using Skills, but 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.
will cause 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. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Harnesses a Companion Rhoa you can mount while you're wielding a 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.
. While mounted you can use 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.
, thrown 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.
, and 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.
Skills, and are much less slowed while using Skills, but 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.
will cause 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. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.

  • 100 % reduced Move.Spd Penalty from using Skills while mounted100 % reduced Movement Speed Penalty from using Skills while mounted
  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

Sacrifice

  • Buff
  • Minion
  • Persistent
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
60 Spirit60 Spirit

From: Portent Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Int 103+

While active, your undead RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions can be used in place of CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
by your skills, but your Minions Revive more slowly.
While active, your undead RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions can be used in place of CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
by your skills, but your Minions Revive more slowly.

  • Must be active in both Weapon SetsMust be active in both Weapon Sets
  • Skills can use your undead RevivingReviving

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    Minions in place of CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    Minions Revive (40 - 59) % more slowly
    Skills can use your undead RevivingReviving

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    Minions in place of CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    Minions Revive (40 - 59) % more slowly
  • q20: Minions Revive +(0 - 5) % more quicklyMinions Revive +(0 - 5) % more quickly

Spiraling Conspiracy

  • Minion
  • Persistent
  • AoE
  • Physical
  • Chaos
  • Duration
Level
(1 - 20)(1 - 20)

From: Perching Staff · The Raven's Flock

Req: Level 1+ | Int 157+

A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.
A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.

Minion Info

  • A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • A Raven joins the Flock for every 1 total Power of enemies slain by you or your MinionsA Raven joins the Flock for every 1 total Power of enemies slain by you or your Minions
  • q20: Raven Flock's Skills have (0 - 20) % inc. AoERaven Flock's Skills have (0 - 20) % increased Area of Effect

Command

Cost
0 Mana0 Mana

Tame Beast

  • Minion
  • Companion
  • Persistent
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(22 - 99) Mana(22 - 99) Mana

From: Spear (Huntress) T7

Req: Level 22+ | Skill 7+ | Dex 41+

Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion .
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Companion .

  • While this Gem is Socketed you can view Monster Categories on EnemiesWhile this Gem is Socketed you can view Monster Categories on Enemies
  • Wisp duration is (8 - 11.8) secondsWisp duration is (8 - 11.8) seconds
  • Tamed Beast retains up to four monster modifiers when summonedTamed Beast retains up to four monster modifiers when summoned
  • q20: +(0 - 1.6) seconds to Wisp duration+(0 - 1.6) seconds to Wisp duration

Unearth

  • Spell
  • Minion
  • AoE
  • Physical
  • Duration
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(7 - 76) Mana(7 - 76) Mana
Cast Time
0.95 sec0.95 sec
Critical Hit Chance
15.00%15.00%

From: Occult (Witch) T1

Req: Skill 1+ | Int 4+

Raise spikes of bone from the earth in front of you, damaging enemies. The bones of CorpsesCorpse

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

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
create more than one Bone Construct.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of CorpsesCorpse

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

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
create more than one Bone Construct.

  • Deals (4 - 117) to (6 - 176) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (4 - 117) to (6 - 176) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Limit (8 - 20) Bone ConstructsLimit (8 - 20) Bone Constructs
  • Cone length is 6 mCone length is 6 metres
  • Bone Construct duration is 15 secondsBone Construct duration is 15 seconds
  • RevivingReviving

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    Minions can only create one Bone Construct per death
    RevivingReviving

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    Minions can only create one Bone Construct per death
  • q20: +(0 - 5) seconds to Bone Construct duration Minions have (0 - 50) % inc. Move.Spd+(0 - 5) seconds to Bone Construct duration Minions have (0 - 50) % increased Movement Speed

Wolf Pack

  • Minion
  • Companion
  • Persistent
  • Physical
Tier
88
Level
(1 - 20)(1 - 20)
Reservation
60 Spirit60 Spirit

From: Portent Amulet · Uncut Spirit Gem Tier 8

Req: Level 26+ | Skill 8+ | Str 28+ | Int 28+

Activate to summon a pack of Wolf Companions . The pack treated as a single Companion for effects that count or limit Companions , regardless of the number of Wolves in the pack.Activate to summon a pack of Wolf Companions . The pack treated as a single Companion for effects that count or limit Companions , regardless of the number of Wolves in the pack.

  • Summons (3 - 6) WolvesSummons (3 - 6) Wolves
  • q20: Summons (0 - 1) WolfSummons (0 - 1) Wolf

Punch

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

Perform an UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
StrikeStrike

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

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
StrikeStrike

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

Alchemist's Boon

  • Buff
  • Persistent
  • Aura
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Dex 103+

While active, grants you FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges passively and causes Life and Mana recovery from your FlasksFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to also apply to AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, grants you FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges passively and causes Life and Mana recovery from your FlasksFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
to also apply to AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • (15 - 34) % of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

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

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    (15 - 34) % of recovery from your FlasksFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is also granted to AlliesAllies

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

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • Grants you (0.17 - 0.23) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Grants you (0.17 - 0.23) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
  • q20: Grants you (0 - 0.03) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Grants you (0 - 0.03) FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second

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

Discipline

  • Buff
  • Persistent
  • Aura
Level
(1 - 20)(1 - 20)

From: Stoic Sceptre · Sylvan's Effigy

Req: Level 1+ | Str 48+ | Int 122+

Emit an Aura that grants you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Energy ShieldEnergy_Shield

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.
.
Emit an Aura that grants you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Energy ShieldEnergy_Shield

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.
.

  • Aura grants +(18 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum 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.
    Aura grants +(18 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum Energy ShieldEnergy_Shield

    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.
  • q20: Aura grants (0 - 20) % inc. 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.
    Recharge Rate
    Aura grants (0 - 20) % increased 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.
    Recharge Rate

Fulmination

  • Buff
  • Persistent
  • Aura
  • Lightning
Level
(1 - 20)(1 - 20)

From: Wrath Sceptre

Req: Level 1+ | Int 157+

While active, the first time any Skill Hits a Shocked enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, that Skill also Hits other Shocked enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, up to a maximum.
While active, the first time any Skill Hits a Shocked enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, that Skill also Hits other Shocked enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
, up to a maximum.

  • Cannot inflict 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.
    Cannot inflict 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.
  • Hits up to 8 enemiesHits up to 8 enemies
  • Additional Hits deal (71 - 90) % less damageAdditional Hits deal (71 - 90) % less damage
  • Additional Hits convert 100% of PhysicalPhysical

    10% increased Physical Damage
    and
    Additional Hits convert 100% of PhysicalPhysical

    10% increased Physical Damage
    and
  • Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to 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.
    Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to 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.
  • q20: Additional Hits deal (0 - 5) % more damageAdditional Hits deal (0 - 5) % more damage

Heart of Ice

  • Spell
  • Buff
  • Persistent
  • Aura
  • Cold
Level
(1 - 20)(1 - 20)
Cast Time
InstantInstant
Critical Hit Chance
11.00%11.00%

From: Clasped Sceptre · Permafrost Staff · The Whispering Ice

Req: Level 1+ | Int 157+

ChillsChill

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.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
ChillsChill

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.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • ChillsChill

    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.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as though dealing (26 - 888) to (39 - 1332) 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 .
    damage
    ChillsChill

    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.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as though dealing (26 - 888) to (39 - 1332) 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: (0 - 20) % 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
    (0 - 20) % 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

Impurity

  • Buff
  • Persistent
  • Aura
  • Chaos
Level
(1 - 20)(1 - 20)

From: Shrine Sceptre · Palm of the Dreamer

Req: Level 1+ | Str 48+ | Int 122+

Emit an Aura that boosts the 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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Chaos 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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Aura grants +(10 - 29) % 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.
    Aura grants +(10 - 29) % 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: Aura grants +(0 - 6) % 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.
    Aura grants +(0 - 6) % 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.

Malice

  • Buff
  • Persistent
  • Aura
  • Duration
Level
(1 - 20)(1 - 20)

From: Omen Sceptre · Font of Power

Req: Level 1+ | Str 48+ | Int 122+

While active, emits an Aura that continuously inflicts Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that continuously inflicts Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
  • Applies Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
    Applies Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
  • q20: Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is (0 - 1) second
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is (0 - 1) second

Overwhelming Presence

  • Buff
  • Persistent
  • Aura
Tier
88
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 8

Req: Level 26+ | Skill 8+ | Str 48+

While active, emits an Aura that makes enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
easier to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
and inflict Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
upon.
While active, emits an Aura that makes enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
easier to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
and inflict Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
upon.

  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 24) % reduced Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 24) % reduced Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Threshold
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 25) % reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (15 - 25) % reduced StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold
  • q20: (0 - 15) % inc. Aura Magnitudes(0 - 15) % increased Aura Magnitudes

Purity of Fire

  • Buff
  • Persistent
  • Aura
  • Fire
Level
(1 - 20)(1 - 20)

From: Shrine Sceptre · Guiding Palm of the Heart · Sacred Flame

Req: Level 1+ | Str 48+ | Int 122+

Emit an Aura that boosts the 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 .
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the 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 .
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Aura grants +(22 - 41) % 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 .
    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.
    Aura grants +(22 - 41) % 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 .
    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: Aura grants +(0 - 8) % 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 .
    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.
    Aura grants +(0 - 8) % 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 .
    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.

Purity of Ice

  • Buff
  • Persistent
  • Aura
  • Cold
Level
(1 - 20)(1 - 20)

From: Shrine Sceptre · Guiding Palm of the Eye

Req: Level 1+ | Str 48+ | Int 122+

Emit an Aura that boosts the 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 .
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the 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 .
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Aura grants +(22 - 41) % 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 .
    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.
    Aura grants +(22 - 41) % 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 .
    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: Aura grants +(0 - 8) % 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 .
    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.
    Aura grants +(0 - 8) % 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 .
    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.

Purity of Lightning

  • Buff
  • Persistent
  • Aura
  • Lightning
Level
(1 - 20)(1 - 20)

From: Shrine Sceptre · Guiding Palm of the Mind

Req: Level 1+ | Str 48+ | Int 122+

Emit an Aura that boosts the 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.
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the 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.
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.
of you and AlliesAllies

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

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Aura grants +(22 - 41) % to 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.
    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.
    Aura grants +(22 - 41) % to 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.
    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: Aura grants +(0 - 8) % to 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.
    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.
    Aura grants +(0 - 8) % to 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.
    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.

Withering Presence

  • Buff
  • Persistent
  • Aura
  • Chaos
  • Duration
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4 · Cospri's Will

Req: Level 10+ | Skill 4+ | Int 21+

While active, emits an Aura that periodically Withers enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that periodically Withers enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
  • Withers enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    Withers enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
  • q20: WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is (0 - 1) second
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is (0 - 1) second

Herald of Ash

  • Buff
  • Persistent
  • AoE
  • Fire
  • Duration
  • Herald
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4 · The Coming Calamity

Req: Level 10+ | Skill 4+ | Str 21+

While active, enemies you sufficiently Overkill with non- Herald Attacks will cause an explosion that IgnitesIgnite

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.
nearby enemies based on the Overkill damage dealt.
While active, enemies you sufficiently Overkill with non- Herald Attacks will cause an explosion that IgnitesIgnite

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.
nearby enemies based on the Overkill damage dealt.

Buff

  • 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.
    surrounding enemies if Overkill damage is at least 20 % of enemy's max Life
    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.
    surrounding enemies if Overkill damage is at least 20 % of enemy's maximum Life

Explosion

  • Explosion radius is 1.2 mExplosion radius is 1.2 metres
  • 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.
    duration is 3 seconds
    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.
    duration is 3 seconds
  • An additional +(16.67 - 23) % of Overkill damage contributes to base 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.
    damage
    An additional +(16.67 - 23) % of Overkill damage contributes to base 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.
    damage
  • q20: An additional +(0 - 5) % of Overkill damage contributes to base 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.
    damage
    An additional +(0 - 5) % of Overkill damage contributes to base 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.
    damage
  • Gemling: Buff grants (0 - 20) % inc. 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
    Buff grants (0 - 20) % increased 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

Herald of Blood

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff
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 13+ | Dex 13+

While active, killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon , but is partially based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
if the enemy was Normal or Magic , and has a chance to AggravateAggravate

BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified.
BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
.
While active, killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon , but is partially based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
if the enemy was Normal or Magic , and has a chance to AggravateAggravate

BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified.
BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
.

Buff

  • Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode

Explosion

  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • (4 - 107) to (6 - 160) base PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (4 - 107) to (6 - 160) base PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals +15 % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +15 % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage
  • (40 - 59) % chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses 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.
    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.
    (40 - 59) % chance to AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
    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: Deals +(0 - 4) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +(0 - 4) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage
  • Gemling: Buff grants (0 - 15) % inc. PhysicalPhysical

    10% increased Physical Damage
    damage
    Buff grants (0 - 15) % increased PhysicalPhysical

    10% increased Physical Damage
    damage

Herald of Ice

  • Buff
  • Attack
  • Persistent
  • AoE
  • Cold
  • Herald
  • Payoff
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4 · The Coming Calamity

Req: Level 10+ | Skill 4+ | Dex 13+ | Int 13+

While active, Shattering an enemy with a non- Herald Attack 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 cause an icy explosion that deals Attack damage to surrounding enemies.
While active, Shattering an enemy with a non- Herald Attack 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 cause an icy explosion that deals Attack damage to surrounding enemies.

Buff

  • Enemies you Shatter explodeEnemies you Shatter explode

Explosion

Attack Damage
(70 - 286)%(70 - 286)%
  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • 100 % of Explosion PhysicalPhysical

    10% increased Physical Damage
    Dmg Converted 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 .
    Dmg
    100 % of Explosion PhysicalPhysical

    10% increased Physical Damage
    Damage Converted 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
  • q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
  • Gemling: Buff grants (0 - 20) % inc. 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 .
    damage
    Buff grants (0 - 20) % increased 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

Herald of Plague

  • Buff
  • Persistent
  • Chaos
  • Herald
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, killing a Poisoned enemy spreads its 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.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.
While active, killing a Poisoned enemy spreads its 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.
to other nearby enemies, and has a chance to also HinderHinder

Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them.

  • Spreads the most Damaging 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.
    on enemies you kill in a (1.5 - 1.8) metre radius
    Spreads the most Damaging 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.
    on enemies you kill in a (1.5 - 1.8) metre radius
  • (10 - 29) % chance to HinderHinder

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading 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.
    to them
    (10 - 29) % chance to HinderHinder

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading 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.
    to them
  • q20: (0 - 20) % chance to HinderHinder

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading 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.
    to them
    (0 - 20) % chance to HinderHinder

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on spreading 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.
    to them

Herald of Thunder

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning
  • Herald
  • Payoff
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4 · The Coming Calamity

Req: Level 10+ | Skill 4+ | Dex 21+

While active, killing Shocked enemies with a non- Herald Attack 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 cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
While active, killing Shocked enemies with a non- Herald Attack 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 cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.

Buff

  • 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.
    Bolts strike the targets of your next (2 - 3) Attack Hits after killing a Shocked enemy with Attack damage
    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.
    Bolts strike the targets of your next (2 - 3) Attack Hits after killing a Shocked enemy with Attack damage
  • q20: 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.
    Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage
    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.
    Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage
  • Gemling: Buff grants (0 - 20) % inc. 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.
    damage
    Buff grants (0 - 20) % increased 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

Bolt

Attack Damage
(30 - 122)%(30 - 122)%
  • Can't be EvadedCan't be Evaded
  • Bolt impact radius is 1 metreBolt impact radius is 1 metre
  • 100 % of Bolt PhysicalPhysical

    10% increased Physical Damage
    Dmg Converted to 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.
    Dmg
    100 % of Bolt PhysicalPhysical

    10% increased Physical Damage
    Damage Converted to 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

Defiance Banner

  • Banner
  • Buff
  • Persistent
  • AoE
  • Aura
  • Duration
  • Conditional
Tier
88
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 8

Req: Level 26+ | Skill 8+ | Str 28+ | Dex 28+

While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
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.
, 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 .
and movement speed.
While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

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

Defiance Banner

  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
  • Gemling: (0 - 30) % more AoE(0 - 30) % more Area of Effect

Defiance Banner

  • 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 Hitting with an Attack
    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 Hitting with an Attack
  • Requires 200 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 200 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
  • Banner Aura radius is 6 mBanner Aura radius is 6 metres
  • Aura grants 30 % more 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.
    and 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
    Aura grants 30 % more 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.
    and 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
  • Aura grants 30 % inc. movement speedAura grants 30 % increased movement speed
  • Banner duration is (6 - 9.8) secondsBanner duration is (6 - 9.8) seconds

Dread Banner

  • Banner
  • Buff
  • Persistent
  • AoE
  • Aura
  • Duration
  • Conditional
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Str 57+ | Dex 57+

While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

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

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
Threshold , Maximum 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.
and FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges.
While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

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

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
Threshold , Maximum 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.
and FlaskFlask

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
charges.

Dread Banner

  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
  • Gemling: (0 - 30) % more AoE(0 - 30) % more Area of Effect

Dread Banner

  • 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 Hitting with an Attack
    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 Hitting with an Attack
  • Requires 200 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 200 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
  • Banner Aura radius is 6 mBanner Aura radius is 6 metres
  • Aura grants +4 % to all Maximum 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.
    Aura grants +4 % to all Maximum 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.
  • Aura grants 60 % more Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Threshold
    Aura grants 60 % more Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Threshold
  • Aura grants 0.5 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
    Aura grants 0.5 FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    charges per second
  • Banner duration is (6 - 9.8) secondsBanner duration is (6 - 9.8) seconds

War Banner

  • Banner
  • Buff
  • Persistent
  • AoE
  • Aura
  • Duration
  • Conditional
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 13+ | Dex 13+

While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

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

Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
.
While active, Attacking enemies builds 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.
. When you have maximum GloryGlory

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

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

Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
.

War Banner

  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency
  • Gemling: (0 - 30) % more AoE(0 - 30) % more Area of Effect

War Banner

  • 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 Hitting with an Attack
    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 Hitting with an Attack
  • Requires 200 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 200 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
  • Banner Aura radius is 6 mBanner Aura radius is 6 metres
  • Aura grants 25 % more Attack damageAura grants 25 % more Attack damage
  • Aura grants 50 % inc. AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    Aura grants 50 % increased AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • Aura grants 25 % inc. Atk SpeedAura grants 25 % increased Attack Speed
  • Banner duration is (6 - 9.8) secondsBanner duration is (6 - 9.8) seconds

Archmage

  • Buff
  • Persistent
  • Lightning
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, causes your Non- ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Spells to cost additional mana and deal extra 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, both based on your maximum Mana.
While active, causes your Non- ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Spells to cost additional mana and deal extra 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, both based on your maximum Mana.

  • Non-ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Spells 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.
    4 % of Dmg as extra 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.
    damage for each 100 max Mana you have
    Non-ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Spells 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.
    4 % of Damage as extra 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 for each 100 maximum Mana you have
  • Non-ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Spells cost an additional (6.1 - 8) % of your max Mana
    Non-ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Spells cost an additional (6.1 - 8) % of your maximum Mana
  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency

Arctic Armour

  • Buff
  • Spell
  • Persistent
  • Sustained
  • Cold
  • Staged
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit
Cooldown Time
0.25 s0.25 s
Cast Time
InstantInstant
Critical Hit Chance
11.00%11.00%

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee 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 that hit you will remove a stage to cause a burst of ice that deals 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 .
Spell damage to the attacker.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, MeleeMelee

Melee Attacks are those that directly hit with a melee 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 that hit you will remove a stage to cause a burst of ice that deals 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 .
Spell damage to the attacker.

  • Deals (3 - 101) to (5 - 152) 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 .
    Dmg per Stage
    Deals (3 - 101) to (5 - 152) 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 per Stage
  • 100 % 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
    100 % 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
  • 100 % 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
    100 % 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
  • 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.
    a Stage every (0.73 - 1.25) seconds, up to a max of (2 - 5) Stages
    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.
    a Stage every (0.73 - 1.25) seconds, up to a maximum of (2 - 5) Stages
  • 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.
    a Stage every seconds, up to a max of (0 - 1) Stages
    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.
    a Stage every seconds, up to a maximum of (0 - 1) Stages

Attrition

  • Buff
  • Persistent
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 13+ | Dex 13+

While active, causes you to deal more 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 to Rare and Unique enemies the longer you've been fighting them, and gain Culling StrikeCulling_Strike

Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
against them once you've been fighting them for long enough.
While active, causes you to deal more 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 to Rare and Unique enemies the longer you've been fighting them, and gain Culling StrikeCulling_Strike

Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
against them once you've been fighting them for long enough.

  • You have Culling StrikeCulling_Strike

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    against Rare and Unique enemies that have been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for a total of at least (31 - 40) seconds
    You have Culling StrikeCulling_Strike

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    against Rare and Unique enemies that have been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for a total of at least (31 - 40) seconds
  • You deal 1 % more 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 to Rare and Unique enemies for every 2 seconds they have ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to (40 - 59) %
    You deal 1 % more 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 to Rare and Unique enemies for every 2 seconds they have ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to (40 - 59) %
  • q20: You have Culling StrikeCulling_Strike

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    against Rare and Unique enemies that have been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for a total of at least (-5 - 0) seconds
    You have Culling StrikeCulling_Strike

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    against Rare and Unique enemies that have been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for a total of at least (-5 - 0) seconds

Barkskin

  • Buff
  • Persistent
  • 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+ | Str 28+ | Int 28+

While active, taking 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 from enemies to 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.
causes you to gain 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.
for a short duration. 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.
gained from multiple Hits can stack. The total 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.
gained from this Skill cannot exceed the Item ArmourItem_Armour

Stats that refer to an item's ArmourArmour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of ArmourArmour actually granted to your character are not considered.
on your Equipped 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.
Items .
While active, taking 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 from enemies to 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.
causes you to gain 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.
for a short duration. 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.
gained from multiple Hits can stack. The total 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.
gained from this Skill cannot exceed the Item ArmourItem_Armour

Stats that refer to an item's ArmourArmour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of ArmourArmour actually granted to your character are not considered.
on your Equipped 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.
Items .

  • 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 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.
    equal to (43 - 62) % of 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
    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 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.
    equal to (43 - 62) % of 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
  • Buff duration is 6 secondsBuff duration is 6 seconds
  • q20: 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 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.
    equal to (0 - 5) % of 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
    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 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.
    equal to (0 - 5) % of 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

Berserk

  • Buff
  • Persistent
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Str 103+

While active, strengthens 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.
, but causes you to lose Life while not losing 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 active, strengthens 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.
, but causes you to lose Life while not losing 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.
.

  • Lose 0.1 % of max Life 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.
    per second while not losing 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.
    Lose 0.1 % of maximum Life 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.
    per second while not losing 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.
  • Grants (40 - 59) % inc. 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.
    effect
    Grants (40 - 59) % increased 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.
    effect
  • q20: Grants (0 - 10) % inc. 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.
    effect
    Grants (0 - 10) % increased 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.
    effect

Briarpatch

  • Buff
  • Spell
  • Persistent
  • AoE
  • Sustained
  • Physical
  • Duration
  • Plant
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit
Cast Time
InstantInstant
Critical Hit Chance
10.00%10.00%

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Str 13+ | Int 13+

While active, a portion of the PhysicalPhysical

10% increased Physical Damage
Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny GroundThorny_Ground

Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
that deals Spell damage to moving enemies.
While active, a portion of the PhysicalPhysical

10% increased Physical Damage
Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny GroundThorny_Ground

Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
that deals Spell damage to moving enemies.

  • Modifiers 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 this Skill's Spell damage
    Modifiers 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 this Skill's Spell damage
  • Stores 1 % of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to (9 - 256)
    Stores 1 % of PhysicalPhysical

    10% increased Physical Damage
    Attack damage dealt, up to (9 - 256)
  • Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    radius is 3 m
    Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    radius is 3 metres
  • Limit 1 patch of Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    Limit 1 patch of Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
  • Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    duration is 6 seconds
    Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    duration is 6 seconds
  • Cannot create more than one patch of Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    every 8 seconds
    Cannot create more than one patch of Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    every 8 seconds
  • Overgrown Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    deals damage 50% more frequently and expires 50% slower
    Overgrown Thorny GroundThorny_Ground

    Thorny Ground deals Spell damage to enemies upon being created, then continues to damage enemies that move over the Ground, no more than twice per second.
    deals damage 50% more frequently and expires 50% slower
  • q20: (0 - 5) % chance to HinderHinder

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on HitHit

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

    Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    enemies on HitHit

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

Charge Regulation

  • Buff
  • Persistent
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Dex 57+ | Int 57+

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

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

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

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

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

  • (20 - 26) % 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 while you have a Power ChargeCharges

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

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

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

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

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

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

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

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 10 seconds
  • q20: 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.
    one of each ChargeCharges

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

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

Combat Frenzy

  • Buff
  • Persistent
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, grants you 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.
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 .
, ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
or Pin an enemy. This can only occur once every few seconds.
While active, grants you 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.
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 .
, ElectrocuteElectrocute

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

  • 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 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.
    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 .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    or Pin an enemy, no more than once every (6.1 - 8) seconds
    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 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.
    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 .
    , ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    or Pin an enemy, no more than once every (6.1 - 8) seconds
  • q20: (0 - 10) % chance to gain an additional 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.
    (0 - 10) % chance to gain an additional 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.

Convalescence

  • Spell
  • Buff
  • Persistent
  • Duration
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

While active, grants a skill that you can use to instantly begin Recharging 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.
and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum 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.
and the skill cannot be used while 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 full.
While active, grants a skill that you can use to instantly begin Recharging 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.
and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum 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.
and the skill cannot be used while 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 full.

Convalescence

  • Must be active in both Weapon SetsMust be active in both Weapon Sets

Convalescence

Cost
20 Mana20 Mana
Cooldown Time
30.00 s30.00 s
Cast Time
0.50 sec0.50 sec
  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • Cooldown is 30 secondsCooldown is 30 seconds
  • Buff duration is (3 - 3.95) secondsBuff duration is (3 - 3.95) seconds
  • q20: +(0 - 0.5) seconds to Buff duration+(0 - 0.5) seconds to Buff duration
  • Gemling: (0 - 30) % 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 - 30) % 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

Elemental Conflux

  • Buff
  • Persistent
  • Lightning
  • Cold
  • Fire
  • Duration
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
60 Spirit60 Spirit

From: Portent Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Int 103+

Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element . The Element affected changes frequently, though the same Element can be affected multiple times in succession.Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element . The Element affected changes frequently, though the same Element can be affected multiple times in succession.

  • 8 second duration between Element randomisations8 second duration between Element randomisations
  • Buff grants (40 - 59) % more damage with the affected ElementBuff grants (40 - 59) % more damage with the affected Element
  • q20: Buff grants (0 - 10) % more damage with the affected ElementBuff grants (0 - 10) % more damage with the affected Element

Eternal Rage

  • Buff
  • Persistent
Tier
1414
Level
(1 - 20)(1 - 20)
Reservation
100 Spirit100 Spirit

From: Absent Amulet · Uncut Spirit Gem Tier 14

Req: Level 58+ | Skill 14+ | Str 103+

While active, you constantly regenerate 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 active, you constantly regenerate 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.
.

  • Must be active in both Weapon SetsMust be active in both Weapon Sets
  • Regenerate (0.25 - 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.
    per second
    Regenerate (0.25 - 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.
    per second
  • q20: Regenerate (0 - 0.5) 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.
    per second
    Regenerate (0 - 0.5) 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.
    per second

Ghost Dance

  • Buff
  • Persistent
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 13+ | Int 13+

While active, causes you to periodically gain Ghost Shrouds. If you are 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.
while you have a Ghost Shroud, it is immediately consumed to recover 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.
based on your 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 .
.
While active, causes you to periodically gain Ghost Shrouds. If you are 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.
while you have a Ghost Shroud, it is immediately consumed to recover 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.
based on your 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 .
.

  • 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 Ghost Shroud every (10.1 - 12) seconds
    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 Ghost Shroud every (10.1 - 12) seconds
  • Modifiers to 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 also apply to Ghost Shroud gain frequency
    Modifiers to 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 also apply to Ghost Shroud gain frequency
  • Maximum 3 Ghost ShroudsMaximum 3 Ghost Shrouds
  • 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.
    , lose a Ghost Shroud Regenerate 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.
    equal to 2 % of your 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 second if you have lost a Ghost Shroud Recently
    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.
    , lose a Ghost Shroud Regenerate 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.
    equal to 2 % of your 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 second if you have lost a Ghost Shroud Recently
  • q20: (0 - 20) % inc. Reservation Efficiency(0 - 20) % increased Reservation Efficiency

Iron Ward

  • Buff
  • Persistent
  • AoE
  • Physical
  • Nova
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, stores a percentage of the PhysicalPhysical

10% increased Physical Damage
damage that is prevented by your 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.
or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
While active, stores a percentage of the PhysicalPhysical

10% increased Physical Damage
damage that is prevented by your 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.
or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.

Iron Ward

  • Stores (100 - 480) % of mitigated PhysicalPhysical

    10% increased Physical Damage
    damage, up to (65 - 22886)
    Stores (100 - 480) % of mitigated PhysicalPhysical

    10% increased Physical Damage
    damage, up to (65 - 22886)

Iron Ward

Cost
0 Mana0 Mana
  • 200 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    200 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Nova radius is 6 mNova radius is 6 metres
  • Stored damage grants up to 200 % more AoEStored damage grants up to 200 % more Area of Effect
  • q20: (0 - 50) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    (0 - 50) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Gemling: Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage
    Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage

Lingering Illusion

  • Buff
  • Persistent
  • Duration
  • Remnant
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 28+ | Int 28+

While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will drop a Remnant that grants you a Power ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
on pickup.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will drop a Remnant that grants you a Power ChargeCharges

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

Buff

  • Gemling: (0 - 40) % inc. Spirit Reservation Efficiency(0 - 40) % increased Spirit Reservation Efficiency

Illusion

Cost
10 Mana10 Mana
  • Illusions have 1 % of your max LifeIllusions have 1 % of your maximum Life
  • Remnants last for 5 secondsRemnants last for 5 seconds
  • Illusion duration is 3 secondsIllusion duration is 3 seconds
  • (0 - 76) % chance to create an additional Remnant(0 - 76) % chance to create an additional Remnant
  • q20: +(0 - 20) % chance to create an additional Remnant+(0 - 20) % chance to create an additional Remnant

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 seconds
    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 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.
    chance
    Grants 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.
    Chance
    Buff 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

Mana Remnants

  • Buff
  • Persistent
  • Remnant
Tier
44
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 4

Req: Level 10+ | Skill 4+ | Int 21+

Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
have a chance to spawn a Mana Remnant , and Critically Hitting a target with Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Mana.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
have a chance to spawn a Mana Remnant , and Critically Hitting a target with Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Mana.

  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 25 % chance to spawn a Remnant on killing an enemy affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    25 % chance to spawn a Remnant on killing an enemy affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
  • Spawn a Remnant on Critically Hitting a target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    , no more than once every 2 seconds
    Spawn a Remnant on Critically Hitting a target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    , no more than once every 2 seconds
  • Each Remnant grants (28 - 281) ManaEach Remnant grants (28 - 281) Mana
  • q20: Each Remnant grants (0 - 40) ManaEach Remnant grants (0 - 40) Mana

Mirror of Refraction

  • Buff
  • Persistent
  • Duration
Level
(1 - 20)(1 - 20)

From: Reflecting Staff · Atziri's Rule

Req: Level 1+ | Int 157+

Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell 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.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied 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.
may be copied again when colliding with other mirrors.
Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell 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.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied 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.
may be copied again when colliding with other mirrors.

  • A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
    A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
  • Limit 4 Mirrors of RefractionLimit 4 Mirrors of Refraction
  • Modifiers to 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 also apply to Mirror appearance frequency
    Modifiers to 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 also apply to Mirror appearance frequency
  • q20: base number of projectiles [0,2]base number of projectiles [0,2]

Plague Bearer

  • Buff
  • Persistent
  • AoE
  • Physical
  • Chaos
  • Nova
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, stores a portion of the 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.
Damage you deal. Using this Skill unleashes the stored 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.
to damage and 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.
enemies around you.
While active, stores a portion of the 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.
Damage you deal. Using this Skill unleashes the stored 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.
to damage and 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.
enemies around you.

Plague Bearer

  • Stores 4 % of Expected 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.
    damage, up to (43 - 15257) Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to the stored 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.
    Stores 4 % of Expected 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.
    damage, up to (43 - 15257) Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to the stored 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.
  • q20: Stores (0 - 2) % of Expected 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.
    damage, up to Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to the stored 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.
    Stores (0 - 2) % of Expected 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.
    damage, up to Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to the stored 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.
  • Gemling: (0 - 50) % inc. Magnitude of 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.
    on targets that are not Poisoned
    (0 - 50) % increased Magnitude of 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.
    on targets that are not Poisoned

Plague Bearer

Cost
0 Mana0 Mana
  • Always 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.
    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.
    Always PoisonsPoison

    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.
    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.
  • 80 % less StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    80 % less StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Nova radius is 1.8 mNova radius is 1.8 metres
  • Stored 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.
    grants up to 600 % more AoE
    Stored 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.
    grants up to 600 % more Area of Effect

Savage Fury

  • Buff
  • Persistent
  • Duration
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 13+ | Int 13+

While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and OnslaughtOnslaught

Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and OnslaughtOnslaught

Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.

Savage Fury

  • 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.
    1 Fury on Attack 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.
    , no more than once per Skill use
    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.
    1 Fury on Attack 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.
    , no more than once per Skill use
  • 20 max Fury20 maximum Fury

Savage Fury

  • Buff duration is 0.5 seconds per FuryBuff duration is 0.5 seconds per Fury
  • Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    and (20 - 29) % more damage
    Buff grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    and (20 - 29) % more damage
  • Buff causes you to lose 3 % of max Life per secondBuff causes you to lose 3 % of maximum Life per second
  • q20: Buff grants (0 - 5) % more damageBuff grants (0 - 5) % more damage
  • Gemling: 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) additional Fury on Attack 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.
    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) additional Fury on Attack 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.

Scavenged Plating

  • Buff
  • Persistent
  • Physical
  • Duration
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, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's 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.
grants you stacks of Scavenged Plating for a duration based on the enemy's 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.
, and you gain 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.
and 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.
per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's 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.
grants you stacks of Scavenged Plating for a duration based on the enemy's 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.
, and you gain 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.
and 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.
per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.

  • Scavenged Plating duration is 8 secondsScavenged Plating duration is 8 seconds
  • 4 % more 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.
    per Scavenged Plating
    4 % more 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.
    per Scavenged Plating
  • Maximum 10 Scavenged PlatingMaximum 10 Scavenged Plating
  • (2 - 43) to (2 - 64) 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.
    per Scavenged Plating
    (2 - 43) to (2 - 64) 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.
    per Scavenged Plating
  • q20: +(0 - 2) seconds to Scavenged Plating duration+(0 - 2) seconds to Scavenged Plating duration

Siphon Elements

  • Buff
  • Persistent
  • Lightning
  • Cold
  • Fire
  • Remnant
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, has a chance to create an Infusion Remnant 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.
a target.
While active, has a chance to create an Infusion Remnant 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.
a target.

  • Remnants created by Supported Skills can be collected from (0 - 38) % further awayRemnants created by Supported Skills can be collected from (0 - 38) % further away
  • 5 % chance per Power to spawn a 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 .
    Remnant on Freezing a target
    5 % chance per Power to spawn 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 .
    Remnant on Freezing a target
  • 5 % chance to spawn a 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 .
    Remnant on Igniting a non-Ignited target
    5 % chance to spawn a 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 .
    Remnant on Igniting a non-Ignited target
  • 5 % chance to spawn a 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.
    Remnant on Shocking a non-Shocked target
    5 % chance to spawn 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.
    Remnant on Shocking a non-Shocked target
  • q20: +(0 - 2) % chance per Power to spawn a 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 .
    Remnant on Freezing a target +(0 - 2) % chance to spawn a 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 .
    Remnant on Igniting a non-Ignited target +(0 - 2) % chance to spawn a 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.
    Remnant on Shocking a non-Shocked target
    +(0 - 2) % chance per Power to spawn 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 .
    Remnant on Freezing a target +(0 - 2) % chance to spawn a 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 .
    Remnant on Igniting a non-Ignited target +(0 - 2) % chance to spawn 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.
    Remnant on Shocking a non-Shocked target

Time of Need

  • Buff
  • Persistent
Tier
88
Level
(1 - 20)(1 - 20)
Reservation
30 Spirit30 Spirit

From: Lament Amulet · Uncut Spirit Gem Tier 8

Req: Level 26+ | Skill 8+ | Str 38+ | Int 17+

While active, periodically invokes divine blessings to heal you and remove Curses and Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
from you.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
from you.

  • (8.1 - 10) seconds between Blessings(8.1 - 10) seconds between Blessings
  • Modifiers to 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 also apply to Blessing frequency
    Modifiers to 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 also apply to Blessing frequency
  • Blessing recovers (17 - 628) Life and removes Curses and Elemental AilmentsElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Blessing recovers (17 - 628) Life and removes Curses and Elemental AilmentsElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
  • q20: Blessing recovers (0 - 40) Life and removes Curses and Elemental AilmentsElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Blessing recovers (0 - 40) Life and removes Curses and Elemental AilmentsElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .

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 skill
    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.
    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
    damage
    Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage

Trinity

  • Buff
  • Persistent
  • Lightning
  • Cold
  • Fire
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+

Become attuned to all Elements building up 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 .
, 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 .
and 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.
AffinityAffinity

Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
based off the highest Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
type dealt by your Hits . Your Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
is enhanced the more AffinityAffinity

Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
of any type you have.
Become attuned to all Elements building up 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 .
, 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 .
and 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.
AffinityAffinity

Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
based off the highest Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
type dealt by your Hits . Your Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
is enhanced the more AffinityAffinity

Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
of any type you have.

  • (1 - 6) % more Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per 30 AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of any type
    (1 - 6) % more Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per 30 AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of any type
  • On dealing Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    with a 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.
    , gain (5 - 13) AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of the highest Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    type and lose 3 AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of the other types
    On dealing Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    with a 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.
    , gain (5 - 13) AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of the highest Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    type and lose 3 AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    of the other types
  • q20: (0 - 15) % inc. Skill Speed while total AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    is over 250
    (0 - 15) % increased Skill Speed while total AffinityAffinity

    Affinity is a buff granted by the Trinity skill. There are three types of Affinity: FireFire, ColdCold and LightningLightning. You can have a maximum of 100 of each type of Affinity. You lose 10 Affinity per second of specific types if you haven't gained Affinity of that type in the past 8 seconds.
    is over 250

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) seconds
    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) 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 Force
    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 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 stage
    25 % 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

Feast of Flesh

  • Spell
  • Buff
  • AoE
  • Nova
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.30 sec1.30 sec

From: Ravenous Staff · The Unborn Lich

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.
CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
near you to recover Life and Mana over a short time per 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.
Consumed .
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.
CorpsesCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
near you to recover Life and Mana over a short time per 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.
Consumed .

  • 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.
    Consumption radius is 4 m
    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.
    Consumption radius is 4 metres
  • 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.
    up to 5 CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    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.
    up to 5 CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
  • Recover (21 - 211) Life and (21 - 211) Mana over 3 seconds per 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.
    Consumed
    Recover (21 - 211) Life and (21 - 211) Mana over 3 seconds per 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.
    Consumed
  • q20: 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.
    +(0 - 3) CorpsesCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    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.
    +(0 - 3) CorpsesCorpse

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

Galvanic Field

  • Buff
  • Spell
  • AoE
  • Sustained
  • Lightning
  • Duration
  • Chaining
  • Orb
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.65 sec0.65 sec

From: Galvanic Wand

Req: Level 1+ | Int 157+

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 Buff that boosts your 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.
chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
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 Buff that boosts your 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.
chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.

Buff

  • Buff grants 30 % 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.
    Buff grants 30 % 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.

Orb

Critical Hit Chance
9.00%9.00%
  • 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.
    3 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 times
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
  • Field radius is 1.9 mField radius is 1.9 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 .
    a bolt every 0.6 seconds
    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 .
    a bolt every 0.6 seconds
  • Orb duration is 6 secondsOrb duration is 6 seconds
  • Limit 1 Galvanic FieldLimit 1 Galvanic Field
  • Deals (1 - 7) to (3 - 139) 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.
    Dmg
    Deals (1 - 7) to (3 - 139) 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: 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.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times

Mana Tempest

  • Spell
  • Buff
  • Lightning
  • Storm
Tier
77
Level
(1 - 20)(1 - 20)
Cost
1% Mana/s1% Mana per second
Cooldown Time
1.00 s1.00 s
Cast Time
0.60 sec0.60 sec

From: Elemental (Sorceress) T7

Req: Level 22+ | Skill 7+ | Int 41+

Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.

  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • Effects of Mana Tempest linger for 2 seconds after leaving the TempestEffects of Mana Tempest linger for 2 seconds after leaving the Tempest
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells 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.
    (40 - 78) % of damage as 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.
    Dmg
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells 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.
    (40 - 78) % of damage as 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
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Split to (1 - 3) additional target
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Spells Split to (1 - 3) additional target
  • 30 % of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second30 % of Mana and Life spent while in the storm is added to this Skill's Mana Cost per Second
  • q20: Effects of Mana Tempest linger for (0 - 2) seconds after leaving the TempestEffects of Mana Tempest linger for (0 - 2) seconds after leaving the Tempest

Arc

  • Spell
  • Projectile
  • Lightning
  • Chaining
  • Repeatable
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(8 - 81) Mana(8 - 81) Mana
Cast Time
1.10 sec1.10 sec
Critical Hit Chance
9.00%9.00%
Projectile Speed
42.5 m/s42.5 metres per Second

From: Elemental (Sorceress) T5

Req: Level 14+ | Skill 5+ | Int 28+

An arc 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.
stretches from the caster to a targeted enemy and ChainsChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
on to other nearby 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 deal more damage and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
further.
An arc 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.
stretches from the caster to a targeted enemy and ChainsChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
on to other nearby 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 deal more damage and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
further.

  • Deals (1 - 20) to (13 - 386) 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.
    Dmg
    Deals (1 - 20) to (13 - 386) 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
  • 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.
    (5 - 9) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (5 - 9) times
  • 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.
    6 additional times when 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.
    Infused
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    6 additional times when 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.
    Infused
  • 200 % more damage when 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.
    Infused
    200 % more damage when 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.
    Infused
  • 50 % inc. Magnitude of 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.
    inflicted
    50 % increased Magnitude of 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.
    inflicted
  • q20: 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.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times

Ball Lightning

  • Spell
  • AoE
  • Projectile
  • Sustained
  • Lightning
  • Duration
  • Chaining
  • Repeatable
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(9 - 96) Mana(9 - 96) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
9.00%9.00%
Projectile Speed
4 m/s4 metres per Second

From: Elemental (Sorceress) T11

Req: Level 41+ | Skill 11+ | Int 74+

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 .
a slow-moving ProjectileProjectile

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

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

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
at nearby 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 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 .
Infusion if possible to slow down over time, create Ignited GroundIgnited_Ground

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

Fire damage is one of the five Damage 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 after it dissipates.
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 .
a slow-moving ProjectileProjectile

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

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

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
at nearby 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 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 .
Infusion if possible to slow down over time, create Ignited GroundIgnited_Ground

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

Fire damage is one of the five Damage 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 after it dissipates.

Ball Lightning

  • Deals (1 - 6) to (4 - 105) 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.
    Dmg
    Deals (1 - 6) to (4 - 105) 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
  • Hits enemies in range every 0.2 secondsHits enemies in range every 0.2 seconds
  • 375 % 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.
    375 % 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.
  • Bolts target enemies within 1.8 mBolts target enemies within 1.8 metres
  • q20: Bolts target enemies within +(0 - 0.4) mBolts target enemies within +(0 - 0.4) metres
  • Gemling: (-30 - 0) % 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.
    Speed
    (-30 - 0) % 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

Fire-Infused

Critical Hit Chance
7.00%7.00%
  • 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 .
    -Infused explosion radius is 2.6 m
    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 .
    -Infused explosion radius is 2.6 metres
  • Creates Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
    Creates Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    every 0.35 seconds
  • 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 .
    -Infused explosion deals (19 - 570) to (29 - 856) 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
    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 .
    -Infused explosion deals (19 - 570) to (29 - 856) 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

Ignited Ground

Critical Hit Chance
7.00%7.00%
  • Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 m
    Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 0.9 metres
  • Ignited GroundIgnited_Ground

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

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

    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.
    as though dealing (22 - 744) to (33 - 1116) 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
    IgnitesIgnite

    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.
    as though dealing (22 - 744) to (33 - 1116) 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

Bone Blast

  • Spell
  • AoE
  • Physical
  • Duration
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.75 sec0.75 sec
Critical Hit Chance
14.00%14.00%

From: Bone Wand · Sanguine Diviner

Req: Level 1+ | Int 157+

Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing BleedingBleeding

Bleeding is an Ailment that deals 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.
.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing BleedingBleeding

Bleeding is an Ailment that deals 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.
.

  • Deals (5 - 226) to (8 - 339) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (5 - 226) to (8 - 339) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 40 % chance to inflict 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.
    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.
    40 % chance to inflict 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.
    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.
  • Ritual radius is 1 metreRitual radius is 1 metre
  • Ritual duration is 1 secondRitual duration is 1 second
  • q20: Ritual radius is (0 - 0.4) mRitual radius is (0 - 0.4) metres

Bone Cage

  • Spell
  • AoE
  • Physical
  • Duration
  • Nova
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7 - 80) Mana(7 - 80) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
15.00%15.00%
Duration
44

From: Occult (Witch) T3

Req: Level 6+ | Skill 3+ | Int 14+

Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.

  • Deals (10 - 347) to (15 - 521) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (10 - 347) to (15 - 521) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Hits are PinningHits are Pinning
  • Pins Enemies as though dealing 50 % more DmgPins Enemies as though dealing 50 % more Damage
  • Cage radius is 1.8 mCage radius is 1.8 metres
  • Explosion radius is 1 metreExplosion radius is 1 metre
  • Cage duration is 1.6 secondsCage duration is 1.6 seconds
  • q20: Pins Enemies as though dealing +(0 - 50) % more DmgPins Enemies as though dealing +(0 - 50) % more Damage

Bonestorm

  • Spell
  • AoE
  • Projectile
  • Physical
  • Channelling
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(5.92 - 60.57) Mana/s(5.92 - 60.57) Mana per second
Cast Time
0.12 sec0.12 sec
Critical Hit Chance
15.00%15.00%
Projectile Speed
27 m/s27 metres per Second

From: Occult (Witch) T5

Req: Level 14+ | Skill 5+ | Int 28+

Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel ImpalesImpale

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

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, causing subsequent Attack Hits against those targets to deal extra damage. 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.
your Power 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 cause much larger explosions.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel ImpalesImpale

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

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

Projectile

  • Deals (4 - 116) to (7 - 175) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (4 - 116) to (7 - 175) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 200 % more ImpaleImpale

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

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

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

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

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

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 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 .
    +1 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 .
    +1 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.
  • Modifiers to cast speed also affect this skill's costModifiers to cast speed also affect this skill's cost
  • Can fire up to 20 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.
    Can fire up to 20 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.
  • q20: (0 - 10) % more Cast Speed(0 - 10) % more Cast Speed
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Explosion

  • 200 % more ImpaleImpale

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

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

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

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

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

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Modifiers to cast speed also affect this skill's costModifiers to cast speed also affect this skill's cost
  • Explosion radius is 0.5 mExplosion radius is 0.5 metres
  • 40 % more AoE 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
    40 % more Area of Effect 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
  • + 0.7 m to explosion radius if a Power ChargeCharges

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

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed
  • Deals (3 - 89) to (5 - 134) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (3 - 89) to (5 - 134) PhysicalPhysical

    10% increased Physical Damage
    Damage

Chaos Bolt

  • Spell
  • Projectile
  • Chaos
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.75 sec0.75 sec
Critical Hit Chance
7.00%7.00%
Projectile Speed
38 m/s38 metres per Second

From: Withered Wand · Frigid Wand · Torture Wand · Critical Wand

Req: Level 1+ | Int 157+

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 .
a burst of Chaos energy at the target.
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 .
a burst of Chaos energy at the target.

  • Deals (5 - 200) to (9 - 371) Chaos.DmgChaos_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.
    Deals (5 - 200) to (9 - 371) 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.
  • Inflicts WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    on HitHit

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

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    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.
  • WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
  • q20: (0 - 40) % 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 - 40) % 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

Coiling Bolts

  • Spell
  • Projectile
  • Chaos
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
7.00%7.00%
Projectile Speed
38 m/s38 metres per Second

From: Twisted Wand · Liminal Coil

Req: Level 1+ | Int 157+

Simultaneously fires a PhysicalPhysical

10% increased Physical Damage
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.
and a Chaos 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.
at the target. These projectiles 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.
through any number of Cursed targets.
Simultaneously fires a PhysicalPhysical

10% increased Physical Damage
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.
and a Chaos 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.
at the target. These projectiles 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.
through any number of Cursed targets.

Physical

  • Deals (9 - 279) to (14 - 418) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (9 - 279) to (14 - 418) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 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 the number of targets 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.
    Splits towards
    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 the number of targets 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.
    Splits towards
  • 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.
    Split towards 2 targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
  • Can ChainChain

    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.
    from any number of Cursed targets
    Can 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.
    from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • q20: 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.
    Split towards +(0 - 2) targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards +(0 - 2) targets

Chaos

  • 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 the number of targets 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.
    Splits towards
    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 the number of targets 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.
    Splits towards
  • 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.
    Split towards 2 targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
  • Can ChainChain

    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.
    from any number of Cursed targets
    Can 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.
    from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • Deals (8 - 244) to (15 - 453) Chaos.DmgChaos_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.
    Deals (8 - 244) to (15 - 453) 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.

Comet

  • Spell
  • AoE
  • Cold
  • Repeatable
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(17 - 173) Mana(17 - 173) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
13.00%13.00%

From: Elemental (Sorceress) T11

Req: Level 41+ | Skill 11+ | Int 74+

Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. 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 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 .
Infusion if possible to cause a devastating blast of ice and fire.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. 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 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 .
Infusion if possible to cause a devastating blast of ice and fire.

Comet

  • Deals (23 - 787) to (35 - 1181) 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 .
    Dmg
    Deals (23 - 787) to (35 - 1181) 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
  • +1 second 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.
    Cast
    +1 second 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.
    Cast Time
  • Impact radius is 2.8 mImpact radius is 2.8 metres
  • q20: (0 - 10) % chance to Echo(0 - 10) % chance to Echo
  • 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

Fire-Infused

  • +1 second 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.
    Cast
    +1 second 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.
    Cast Time
  • Impact radius is 3.4 mImpact radius is 3.4 metres
  • Deals (23 - 787) to (35 - 1181) 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
    Deals (23 - 787) to (35 - 1181) 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 (23 - 787) to (35 - 1181) 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 .
    Dmg
    Deals (23 - 787) to (35 - 1181) 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

Consecrate

  • Spell
  • AoE
  • Duration
  • Nova
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.25 sec1.25 sec

From: Sanctified Staff

Req: Level 1+ | Str 86+ | Int 86+

Create an area of Consecrated GroundConsecrated_Ground

You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
around you.
Create an area of Consecrated GroundConsecrated_Ground

You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
around you.

  • (0 - 38) % inc. Effect of Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    (0 - 38) % increased Effect of Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
  • Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    radius is 2.2 m
    Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    radius is 2.2 metres
  • Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    duration is 8 seconds
    Consecrated GroundConsecrated_Ground

    You and AlliesAllies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    duration is 8 seconds
  • q20: (0 - 10) % inc. Cast Speed(0 - 10) % increased Cast Speed

Contagion

  • Spell
  • AoE
  • Chaos
  • Duration
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(8 - 83) Mana(8 - 83) Mana
Cast Time
1.00 sec1.00 sec

From: Occult (Witch) T1

Req: Skill 1+ | Int 4+

Afflict a single enemy with a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that deals 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.
over time. If the enemy dies while affected by Contagion, it spreads itself, Curses , and other 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.
over time DebuffsDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on the target to nearby enemies. This refreshes their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Afflict a single enemy with a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that deals 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.
over time. If the enemy dies while affected by Contagion, it spreads itself, Curses , and other 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.
over time DebuffsDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on the target to nearby enemies. This refreshes their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.

  • Deals (2 - 93.9) 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.
    per second
    Deals (2 - 93.9) 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.
    per second
  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    deals 100 % more Dmg for each time it has spread, up to 300 %
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    deals 100 % more Damage for each time it has spread, up to 300 %
  • Spread radius is 1.7 mSpread radius is 1.7 metres
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 5 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 5 seconds
  • q20: Contagion targets (0 - 2) additional Enemies when CastContagion targets (0 - 2) additional Enemies when Cast

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.
    Clouds
    Limit 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 Life
    PoisonsPoison

    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 .
    Dmg
    Deals (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

Detonate Dead

  • Spell
  • AoE
  • Physical
  • Fire
  • Detonator
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(9 - 99) Mana(9 - 99) Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
8.00%8.00%

From: Occult (Witch) T7

Req: Level 22+ | Skill 7+ | Int 41+

Cause 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 violently explode, damaging surrounding enemies.
Cause 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 violently explode, damaging surrounding enemies.

  • Deals (19 - 145) to (28 - 218) 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
    Deals (19 - 145) to (28 - 218) 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 PhysicalPhysical

    10% increased Physical Damage
    damage equal to (5 - 10.7) % 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 Life
    Deals PhysicalPhysical

    10% increased Physical Damage
    damage equal to (5 - 10.7) % 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
  • Explosion radius is 2.6 mExplosion radius is 2.6 metres
  • q20: +(0 - 0.4) m to explosion radius+(0 - 0.4) metres to explosion radius

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 accumulated
    Can 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 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    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.
    Dmg
    Deals (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

Enervating Nova

  • Spell
  • AoE
  • Lightning
  • Duration
  • Nova
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
11.00%11.00%

From: Paralysing Staff

Req: Level 1+ | Int 157+

Unleash a Nova 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.
damage to ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies HitHit

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage for a short duration.
Unleash a Nova 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.
damage to ElectrocuteElectrocute

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies HitHit

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage for a short duration.

  • Deals (1 - 14) to (7 - 265) 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.
    Dmg
    Deals (1 - 14) to (7 - 265) 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
  • (100 - 157) % more Electrocution buildup(100 - 157) % more Electrocution buildup
  • 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.
    damage from this skill Contributes to Electrocution Buildup
    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 from this skill Contributes to Electrocution Buildup
  • Ring outer radius is 2.6 mRing outer radius is 2.6 metres
  • Ring inner radius is 1 metreRing inner radius is 1 metre
  • Enemies HitHit

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

    Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage for 4 second duration
    Enemies HitHit

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

    Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    damage for 4 second duration
  • Deals more damage to enemies based on distance from you, up to 100 % to enemies on the far edge of the ringDeals more damage to enemies based on distance from you, up to 100 % to enemies on the far edge of the ring
  • q20: (0 - 40) % more Electrocution buildup(0 - 40) % more Electrocution buildup

Entangle

  • Spell
  • AoE
  • Sustained
  • Physical
  • Duration
  • Repeatable
  • Plant
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(9 - 95) Mana(9 - 95) Mana
Cast Time
0.90 sec0.90 sec
Critical Hit Chance
10.00%10.00%

From: Primal (Druid) T1

Req: Skill 1+ | Str 4+ | Int 4+

Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.

Fissures

  • Deals (4 - 111) to (6 - 167) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (4 - 111) to (6 - 167) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Fissure length is 8 mFissure length is 8 metres
  • Attaches Vines to enemies within 1.5 mAttaches Vines to enemies within 1.5 metres
  • Limit (4 - 8) FissuresLimit (4 - 8) Fissures
  • Fissure duration is 8 secondsFissure duration is 8 seconds
  • Attaches a Vine every 0.1 secondsAttaches a Vine every 0.1 seconds
  • Overgrown fissures expire 25 % slowerOvergrown fissures expire 25 % slower
  • q20: (0 - 20) % chance to create an additional Fissure(0 - 20) % chance to create an additional Fissure
  • Gemling: +(0 - 4) to Fissure Limit+(0 - 4) to Fissure Limit

Vines

  • Vines can stretch to a 2 metre length before breakingVines can stretch to a 2 metre length before breaking
  • Each attached Vine SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy by 15 %
    Each attached Vine SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy by 15 %
  • Vines remain attached for up to 1 secondVines remain attached for up to 1 second
  • Can attach up to 3 Vines to each enemyCan attach up to 3 Vines to each enemy
  • Overgrown fissures can attach up to 3 additional VinesOvergrown fissures can attach up to 3 additional Vines
  • Deals (1 - 29) to (1 - 43) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (1 - 29) to (1 - 43) PhysicalPhysical

    10% increased Physical Damage
    Damage

Essence Drain

  • Spell
  • Projectile
  • Chaos
  • Duration
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(5 - 57) Mana(5 - 57) Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
7.00%7.00%
Projectile Speed
11.25 m/s11.25 metres per Second

From: Occult (Witch) T3

Req: Level 6+ | Skill 3+ | Int 14+

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 .
a ProjectileProjectile

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

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

Projectile

  • Deals (5 - 138) to (9 - 257) Chaos.DmgChaos_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.
    Deals (5 - 138) to (9 - 257) 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.

Damage over Time

  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
  • Deals (9.2 - 443.5) 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.
    per second
    Deals (9.2 - 443.5) 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.
    per second
  • q20: +(0 - 1) second to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration
    +(0 - 1) second to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration
  • Gemling: 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.
    +(0 - 4) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 4) times

Exsanguinate

  • Spell
  • Physical
  • Duration
  • Chaining
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
8.00%8.00%

From: Offering Wand

Req: Level 1+ | Int 157+

Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies HitHit

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

10% increased Physical Damage
damage and are inflicted with BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies HitHit

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

10% increased Physical Damage
damage and are inflicted with BleedingBleeding

Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
.

  • Deals (2 - 84) to (3 - 125) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (2 - 84) to (3 - 125) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 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.
    2 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times
  • 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 .
    tendrils at up to 3 Targets
    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 .
    tendrils at up to 3 Targets
  • Inflicts BleedingBleeding

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses 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.
    on HitHit

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

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
    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: 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 .
    tendrils at up to +(0 - 1) Target
    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 .
    tendrils at up to +(0 - 1) Target

Eye of Winter

  • Spell
  • Projectile
  • Cold
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(19 - 195) Mana(19 - 195) Mana
Cooldown Time
10.00 s10.00 s
Cast Time
1.40 sec1.40 sec
Critical Hit Chance
12.00%12.00%
Projectile Speed
2.25 m/s2.25 metres per Second

From: Elemental (Sorceress) T13

Req: Level 52+ | Skill 13+ | Int 92+

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 .
a single Eye 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.
which does not HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies. The Eye constantly releases damaging shard 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 spiral as it flies. If the Eye passes over an Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surface or Orb , it will take on that surface's effect causing shards to deal more damage of the corresponding Type .
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 .
a single Eye 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.
which does not HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
enemies. The Eye constantly releases damaging shard 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 spiral as it flies. If the Eye passes over an Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surface or Orb , it will take on that surface's effect causing shards to deal more damage of the corresponding Type .

  • Deals (1 - 40) to (2 - 59) 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 .
    Dmg
    Deals (1 - 40) to (2 - 59) 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
  • 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.
    100 % of damage as damage of the corresponding Type when passing over an Elemental GroundElementalGround

    Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
    Effect or Orb
    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.
    100 % of damage as damage of the corresponding Type when passing over an Elemental GroundElementalGround

    Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
    Effect or Orb
  • Each use of this Skill deals 900 % more damage with its first 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 each enemy
    Each use of this Skill deals 900 % more damage with its first 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 each enemy
  • 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

Fireball

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(10 - 104) Mana(10 - 104) Mana
Cast Time
1.20 sec1.20 sec
Critical Hit Chance
7.00%7.00%
Projectile Speed
10.4 m/s10.4 metres per Second

From: Elemental (Sorceress) T3

Req: Level 6+ | Skill 3+ | Int 14+

Launch a large ball of 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 .
which explodes on impact. The explosion 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 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 .
Infusion if possible to launch a ring of smaller firebolts.
Launch a large ball of 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 .
which explodes on impact. The explosion 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 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 .
Infusion if possible to launch a ring of smaller firebolts.

Projectile

  • Deals (8 - 224) to (12 - 336) 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
    Deals (8 - 224) to (12 - 336) 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: +(0 - 10) % chance to fire 2 additional 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.
    +(0 - 10) % chance to fire 2 additional 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.
  • Gemling: + (0 - 10) % chance to fire 8 additional 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 circle
    + (0 - 10) % chance to fire 8 additional 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

Explosion

  • Explosion radius is 1.7 mExplosion radius is 1.7 metres

Firebolts

  • 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 modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • Inflicts 100 % more Flammability MagnitudeInflicts 100 % more Flammability Magnitude
  • 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 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 .
    12 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.
  • Deals (8 - 224) to (12 - 336) 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
    Deals (8 - 224) to (12 - 336) 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

Firebolt

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.90 sec0.90 sec
Critical Hit Chance
8.00%8.00%
Projectile Speed
10.4 m/s10.4 metres per Second

From: Ashen Staff · Spriggan Staff · Icicle Staff · Dusk Vigil

Req: Level 1+ | Int 157+

Launch a fiery 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.
towards a target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on impact, damaging foes in a small area.
Launch a fiery 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.
towards a target. The ProjectileProjectile

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

Projectile

  • Deals (7 - 290) to (10 - 435) 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
    Deals (7 - 290) to (10 - 435) 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: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude

Explosion

  • Explosion radius is 0.7 mExplosion radius is 0.7 metres

Firestorm

  • Spell
  • AoE
  • Sustained
  • Fire
  • Duration
  • Repeatable
  • Storm
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(14 - 147) Mana(14 - 147) Mana
Cast Time
1.40 sec1.40 sec
Critical Hit Chance
7.00%7.00%

From: Elemental (Sorceress) T11

Req: Level 41+ | Skill 11+ | Int 74+

Rain a storm of flaming bolts over the targeted area. Can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
all three types of Elemental InfusionElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsume Infusions specifically mention the type(s) of Infusion they can ConsumeConsume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsume an Infusion separately to gain the effect.
, creating a much larger storm when 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 .
-Infused , causing lightning bolts when 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.
-Infused , and raining ice bolts when 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 .
-Infused .
Rain a storm of flaming bolts over the targeted area. Can ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
all three types of Elemental InfusionElementalInfusion

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsume Infusions specifically mention the type(s) of Infusion they can ConsumeConsume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsume an Infusion separately to gain the effect.
, creating a much larger storm when 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 .
-Infused , causing lightning bolts when 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.
-Infused , and raining ice bolts when 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 .
-Infused .

Firestorm

  • Deals (3 - 111) 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 .
    Dmg
    Deals (3 - 111) 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
  • 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 0.15 seconds
    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 0.15 seconds
  • Impact radius is 1 metreImpact radius is 1 metre
  • Storm radius is 3 mStorm radius is 3 metres
  • Storm duration is 6 secondsStorm duration is 6 seconds
  • One impact every 0.2 secondsOne impact every 0.2 seconds
  • 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 .
    Infusion grants 100 % inc. bolt frequency
    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 .
    Infusion grants 100 % increased bolt frequency
  • 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 .
    Infusion grants 100 % inc. Dmg
    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 .
    Infusion grants 100 % increased Damage
  • 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 .
    Infusion grants +1.5 m to storm radius
    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 .
    Infusion grants +1.5 metres to storm radius
  • Limit 1 FirestormLimit 1 Firestorm
  • q20: +(0 - 0.2) m to impact radius+(0 - 0.2) metres to impact radius
  • Gemling: (0 - 20) % chance to not remove an Infusion but still count as consuming them(0 - 20) % chance to not remove an Infusion but still count as consuming them

Ice Bolts

Critical Hit Chance
12.00%12.00%
  • 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 0.15 seconds
    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 0.15 seconds
  • Impact radius is 1.5 mImpact radius is 1.5 metres
  • One impact every 0.2 secondsOne impact every 0.2 seconds
  • Deals (3 - 95) to (4 - 143) 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 .
    Dmg
    Deals (3 - 95) to (4 - 143) 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

Lightning Bolts

Critical Hit Chance
9.00%9.00%
  • 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 0.15 seconds
    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 0.15 seconds
  • Impact radius is 0.7 mImpact radius is 0.7 metres
  • One impact every 0.2 secondsOne impact every 0.2 seconds
  • Deals (1 - 16) to (9 - 302) 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.
    Dmg
    Deals (1 - 16) to (9 - 302) 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

Flame Wall

  • Spell
  • AoE
  • Fire
  • Duration
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(10 - 111) Mana(10 - 111) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
5.00%5.00%

From: Elemental (Sorceress) T1

Req: Skill 1+ | Int 4+

Create a wall of 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 .
in front of you, which IgnitesIgnite

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.
everything within its area. Any 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.
fired through the wall by you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
deal 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. 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 also add 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 to the 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.
.
Create a wall of 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 .
in front of you, which IgnitesIgnite

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.
everything within its area. Any 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.
fired through the wall by you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
deal 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. 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 also add 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 to the 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.
.

Wall

  • Wall deals (1.8 - 59.6) 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 second
    Wall deals (1.8 - 59.6) 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 second
  • Wall duration is (4.5 - 6.4) secondsWall duration is (4.5 - 6.4) seconds
  • IgnitesIgnite

    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.
    as though dealing (5 - 181) to (8 - 271) 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
    IgnitesIgnite

    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.
    as though dealing (5 - 181) to (8 - 271) 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
  • Wall length is (5 - 6.9) mWall length is (5 - 6.9) metres
  • q20: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude
  • Gemling: Deals (0 - 40) % 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
    Deals (0 - 40) % 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

Projectile Damage

  • 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.
    which pass through the wall deal (2 - 27) to (3 - 41) 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 .
    Dmg
    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.
    which pass through the wall deal (2 - 27) to (3 - 41) 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
  • 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.
    which pass through the Infused wall deal (1 - 3) to (4 - 65) Added 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.
    Dmg
    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.
    which pass through the Infused wall deal (1 - 3) to (4 - 65) Added 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

Flameblast

  • Spell
  • AoE
  • Fire
  • Channelling
  • Nova
  • Staged
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(5.62 - 57.5) Mana/s(5.62 - 57.5) Mana per second
Cooldown Time
10.00 s10.00 s
Cast Time
0.25 sec0.25 sec
Critical Hit Chance
8.00%8.00%

From: Elemental (Sorceress) T13

Req: Level 52+ | Skill 13+ | Int 92+

Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.

  • Deals (7 - 244) to (11 - 367) 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
    Deals (7 - 244) to (11 - 367) 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
  • 75 % more damage per Stage75 % more damage per Stage
  • Modifiers to cast speed also affect this skill's costModifiers to cast speed also affect this skill's cost
  • 10 max Stages10 maximum Stages
  • Explosion radius is 0.6 m per StageExplosion radius is 0.6 metres per Stage
  • q20: (0 - 20) % more Cast Speed(0 - 20) % more Cast Speed

Freezing Shards

  • Spell
  • Projectile
  • Cold
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.20 sec1.20 sec
Critical Hit Chance
11.00%11.00%
Projectile Speed
16 m/s16 metres per Second

From: Gelid Staff · Taryn's Shiver

Req: Level 1+ | Int 157+

Launch icy 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 sweeping arc. Multiple 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.
can hit the same enemy.
Launch icy 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 sweeping arc. Multiple 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.
can hit the same enemy.

  • Deals (2 - 64) to (3 - 96) 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 .
    Dmg
    Deals (2 - 64) to (3 - 96) 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
  • 100 % 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
    100 % 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
  • 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.
  • q20: 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 - 1) 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 - 1) 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.

Frost Bomb

  • Spell
  • AoE
  • Cold
  • Duration
  • Orb
  • Remnant
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(9 - 99) Mana(9 - 99) Mana
Cooldown Time
6.00 s6.00 s
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
13.00%13.00%

From: Elemental (Sorceress) T1

Req: Skill 1+ | Int 4+

Create a pulsing Orb of frost. Each pulse inflicts Elemental ExposureExposure

Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
on nearby enemies. When the Orb 's duration ends, it Detonates , dealing 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 to surrounding enemies and leaving behind 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 .
Create a pulsing Orb of frost. Each pulse inflicts Elemental ExposureExposure

Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
on nearby enemies. When the Orb 's duration ends, it Detonates , dealing 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 to surrounding enemies and leaving behind 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 .

  • Deals (7 - 238) to (11 - 358) 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 .
    Dmg
    Deals (7 - 238) to (11 - 358) 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
  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 4 seconds
  • ChillsChill

    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.
    Enemies as though dealing 300 % more damage
    ChillsChill

    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.
    Enemies as though dealing 300 % more damage
  • Initially applies 20 % Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    and 2 % ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    per pulse, up to a max of 50 %
    Initially applies 20 % Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    and 2 % ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    per pulse, up to a maximum of 50 %
  • Pulse and explosion radius are (2.4 - 3.1) mPulse and explosion radius are (2.4 - 3.1) metres
  • Limit 1 Frost BombLimit 1 Frost Bomb
  • ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    duration is 8 seconds
    ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    duration is 8 seconds
  • Cannot apply ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
    Cannot apply ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    to enemies of level higher than (20 - 100)
  • q20: +(0 - 10) % max Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    applied
    +(0 - 10) % maximum Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    applied

Frost Darts

  • Spell
  • AoE
  • Projectile
  • Cold
  • Payoff
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(5 - 59) Mana(5 - 59) Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
13.00%13.00%
Projectile Speed
20 m/s20 metres per Second

From: Elemental (Sorceress) T3

Req: Level 6+ | Skill 3+ | Int 14+

Conjures a number of icy 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 launch towards the target. 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 HitHit

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

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
target create chunks of ice that deal additional damage on impacting the ground. 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 cause each ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to lodge into the enemy then explode.
Conjures a number of icy 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 launch towards the target. 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 HitHit

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

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
target create chunks of ice that deal additional damage on impacting the ground. 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 cause each ProjectileProjectile

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

Projectile

  • Deals (2 - 45) to (3 - 68) 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 .
    Dmg
    Deals (2 - 45) to (3 - 68) 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
  • Cannot cause 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 or inflict 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.
    Cannot cause 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 or inflict 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.
  • 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.
  • q20: +(0 - 10) % chance to fire 2 additional 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.
    +(0 - 10) % chance to fire 2 additional 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.
  • Gemling: Forks (0 - 2) additional TimesForks (0 - 2) additional Times

Explosion

  • Cannot cause 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 or inflict 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.
    Cannot cause 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 or inflict 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.
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Each explosion creates 3 Ice ChunksEach explosion creates 3 Ice Chunks
  • Deals (2 - 66) to (4 - 98) 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 .
    Dmg
    Deals (2 - 66) to (4 - 98) 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

Ice Chunk

  • Cannot cause 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 or inflict 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.
    Cannot cause 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 or inflict 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.
  • 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 modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Deals (2 - 53) to (3 - 80) 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 .
    Dmg
    Deals (2 - 53) to (3 - 80) 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

Frost Wall

  • Spell
  • AoE
  • Cold
  • Duration
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(7 - 79) Mana(7 - 79) Mana
Cooldown Time
5.00 s (3 Times)5.00 s (3 Times)
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
11.00%11.00%

From: Elemental (Sorceress) T9

Req: Level 31+ | Skill 9+ | Int 57+

Create a wall of Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. 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 add another 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.
explosion if destroyed.
Create a wall of Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. 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 add another 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.
explosion if destroyed.

Frost Wall

  • Deals (7 - 187) to (11 - 280) 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 .
    Dmg
    Deals (7 - 187) to (11 - 280) 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
  • 50 % 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
    50 % 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
  • 50 % 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
    50 % 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
  • % more area of effect if Shattered% more area of effect if Shattered
  • % more damage if Shattered% more damage if Shattered
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
    Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 8 seconds
  • Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) max Life
    Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life
  • Wall is (2.8 - 5.6) m longWall is (2.8 - 5.6) metres long
  • q20: (0 - 20) % 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 - 20) % 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: (0 - 400) % inc. Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    Life
    (0 - 400) % increased Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    Life

Lightning-Infused

Critical Hit Chance
9.00%9.00%
  • 50 % 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
    50 % 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
  • % more area of effect if Shattered% more area of effect if Shattered
  • % more damage if Shattered% more damage if Shattered
  • Explosion radius is 2.8 mExplosion radius is 2.8 metres
  • Deals (1 - 23) to (17 - 444) 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.
    Dmg
    Deals (1 - 23) to (17 - 444) 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

Frostbolt

  • Spell
  • AoE
  • Projectile
  • Cold
  • Repeatable
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(5 - 59) Mana(5 - 59) Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
12.00%12.00%
Projectile Speed
2.8 m/s2.8 metres per Second

From: Elemental (Sorceress) T5

Req: Level 14+ | Skill 5+ | Int 28+

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 .
a slow-moving Piercing ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that is effective at Chilling enemies and explodes on colliding with terrain.
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 .
a slow-moving Piercing ProjectileProjectile

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

Projectile

  • Deals (5 - 144) to (8 - 216) 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 .
    Dmg
    Deals (5 - 144) to (8 - 216) 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
  • (100 - 195) % 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
    (100 - 195) % 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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • q20: (0 - 20) % 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.
    Dmg after Piercing an Enemy
    (0 - 20) % 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.
    Damage after Piercing an Enemy
  • Gemling: (0 - 40) % 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.
    Speed
    (0 - 40) % 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

Explosion

  • Explosion radius is 2.4 mExplosion radius is 2.4 metres
  • Deals (9 - 230) to (13 - 344) 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 .
    Dmg
    Deals (9 - 230) to (13 - 344) 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

Hexblast

  • Spell
  • AoE
  • Chaos
  • Payoff
  • Repeatable
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(12 - 127) Mana(12 - 127) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
7.00%7.00%

From: Occult (Witch) T11

Req: Level 41+ | Skill 11+ | Int 74+

Detonate a Curse on every enemy in an area, causing explosions of 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.
but removing the Curse . Can only detonate Curses for which at least half of the duration has expired.
Detonate a Curse on every enemy in an area, causing explosions of 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.
but removing the Curse . Can only detonate Curses for which at least half of the duration has expired.

  • Deals (21 - 725) to (39 - 1347) Chaos.DmgChaos_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.
    Deals (21 - 725) to (39 - 1347) 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.
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Explodes a Curse on enemies in a 2.8 metre radiusExplodes a Curse on enemies in a 2.8 metre radius
  • Maximum 10 Explosions per castMaximum 10 Explosions per cast
  • q20: (0 - 10) % more Dmg per 1 second of remaining duration on removed Curse(0 - 10) % more Damage per 1 second of remaining duration on removed Curse

Ice Nova

  • Spell
  • AoE
  • Cold
  • Duration
  • Nova
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(7 - 74) Mana(7 - 74) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
12.00%12.00%

From: Elemental (Sorceress) T1

Req: Skill 1+ | Int 4+

Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. 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 leave a patch of Chilled GroundChilled_Ground

Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
.
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
will cause it to originate from the Frostbolt instead of you. 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 leave a patch of Chilled GroundChilled_Ground

Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
.

Ice Nova

  • Deals (6 - 131) to (8 - 196) 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 .
    Dmg
    Deals (6 - 131) to (8 - 196) 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • Knocks Back EnemiesKnocks Back Enemies
  • Nova radius is 3.2 mNova radius is 3.2 metres
  • q20: (0 - 20) % more Dmg with Hits against Enemies that are Chilled(0 - 20) % more Damage with Hits against Enemies that are Chilled
  • Gemling: (0 - 40) % chance to not remove an Infusion but still count as consuming them(0 - 40) % chance to not remove an Infusion but still count as consuming them

Hidden

  • Knocks Back EnemiesKnocks Back Enemies
  • Nova radius is 3.2 mNova radius is 3.2 metres

Cold-Infused

  • Knocks Back EnemiesKnocks Back Enemies
  • Explosion and Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    radius are 4.8 m
    Explosion and Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    radius are 4.8 metres
  • Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • Deals (15 - 448) to (22 - 672) 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 .
    Dmg
    Deals (15 - 448) to (22 - 672) 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

Incinerate

  • Spell
  • AoE
  • Sustained
  • Fire
  • Duration
  • Channelling
Tier
99
Level
(1 - 20)(1 - 20)
Cast Time
0.25 sec0.25 sec
Critical Hit Chance
6.00%6.00%

From: Elemental (Sorceress) T9

Req: Level 31+ | Skill 9+ | Int 57+

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.
fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of FireFire

Fire damage is one of the five Damage 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 .
from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel . 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 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 .
Infusion if possible to also create Ignited GroundIgnited_Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Cannot gain fuel while using this skill.
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.
fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of FireFire

Fire damage is one of the five Damage 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 .
from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel . 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 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 .
Infusion if possible to also create Ignited GroundIgnited_Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Cannot gain fuel while using this skill.

Incinerate

  • Cone length is 5.8 mCone length is 5.8 metres
  • IgnitesIgnite

    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.
    from a single use of this Skill Compound if not from Ignited GroundIgnited_Ground

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

    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.
    from a single use of this Skill Compound if not from Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
  • Deals (1.7 - 57.6) FireFire

    Fire damage is one of the five 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 second
    Deals (1.7 - 57.6) 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 second
  • 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 - 7) milliseconds of fuel per Mana spent
    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 - 7) milliseconds of fuel per Mana spent
  • Can store up to 5 seconds of fuelCan store up to 5 seconds of fuel
  • IgnitesIgnite

    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.
    as though dealing (2 - 83) to (4 - 124) 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, every 0.075 seconds
    IgnitesIgnite

    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.
    as though dealing (2 - 83) to (4 - 124) 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, every 0.075 seconds
  • q20: (0 - 20) % more 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.
    duration
    (0 - 20) % more 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.
    duration
  • Gemling: + (0 - 2) seconds of Maximum fuel+ (0 - 2) seconds of Maximum fuel

Ignited Ground

  • Ignited GroundIgnited_Ground

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

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

    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.
    as though dealing (24 - 829) to (36 - 1243) 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
    IgnitesIgnite

    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.
    as though dealing (24 - 829) to (36 - 1243) 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

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.
    Dmg
    Deals (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.

Lightning Conduit

  • Spell
  • AoE
  • Lightning
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(19 - 195) Mana(19 - 195) Mana
Cooldown Time
8.00 s8.00 s
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
10.00%10.00%

From: Elemental (Sorceress) T13

Req: Level 52+ | Skill 13+ | Int 92+

Call down 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 hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Call down 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 hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.

  • Deals (6 - 189) to (17 - 568) 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.
    Dmg
    Deals (6 - 189) to (17 - 568) 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
  • +1 second 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.
    Cast
    +1 second 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.
    Cast Time
  • 10 % more damage with Hits per 5% 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.
    Effect on Enemy
    10 % more damage with Hits per 5% 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.
    Effect on Enemy
  • Cone length is 10 mCone length is 10 metres
  • (1 - 2) additional bolt if a Shocked enemy is in the target area(1 - 2) additional bolt if a Shocked enemy is in the target area
  • q20: (0 - 20) % more 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.
    Dmg
    (0 - 20) % more 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

Lightning Warp

  • Spell
  • AoE
  • Lightning
  • Duration
  • Remnant
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(8 - 83) Mana(8 - 83) Mana
Cast Time
0.50 sec0.50 sec
Critical Hit Chance
11.00%11.00%

From: Elemental (Sorceress) T9

Req: Level 31+ | Skill 9+ | Int 57+

Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball 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.
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.
. On teleport, the target is destroyed, and the explosion deals 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 to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
. Creates 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 on successful use. Highlights enemies that can be Culled .
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball 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.
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.
. On teleport, the target is destroyed, and the explosion deals 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 to surrounding enemies. If targeting an enemy, the explosion also creates Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
. Creates 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 on successful use. Highlights enemies that can be Culled .

  • Deals (2 - 54) to (30 - 1032) 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.
    Dmg
    Deals (2 - 54) to (30 - 1032) 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
  • Explosion and Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius are 3 m
    Explosion and Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius are 3 metres
  • Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 4 seconds
  • q20: (0 - 10) % inc. Magnitude of 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.
    inflicted
    (0 - 10) % increased Magnitude of 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.
    inflicted

Living Bomb

  • Spell
  • AoE
  • Fire
  • Duration
  • Remnant
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(8 - 85) Mana(8 - 85) Mana
Cast Time
0.60 sec0.60 sec
Critical Hit Chance
7.00%7.00%

From: Elemental (Sorceress) T3

Req: Level 6+ | Skill 3+ | Int 14+

Plant a seed of 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 .
inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a 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 .
Infusion Remnant .
Plant a seed of 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 .
inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a 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 .
Infusion Remnant .

  • Deals (10 - 481) to (15 - 721) 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
    Deals (10 - 481) to (15 - 721) 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
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • Seed duration is 15 secondsSeed duration is 15 seconds
  • Limit 1 active SeedLimit 1 active Seed
  • Explodes after enemy is dealt damage equal to 200 % of its 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.
    Explodes after enemy is dealt damage equal to 200 % of its 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.
  • q20: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude

Mana Drain

  • Spell
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.85 sec0.85 sec

From: Attuned Wand · Lifesprig

Req: Level 1+ | Int 157+

Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.

  • Leeches Mana 70 % slowerLeeches Mana 70 % slower
  • Leeches (30 - 408) ManaLeeches (30 - 408) Mana
  • q20: Leeches (0 - 90) ManaLeeches (0 - 90) Mana

Orb of Storms

  • Spell
  • AoE
  • Sustained
  • Lightning
  • Duration
  • Chaining
  • Orb
  • Remnant
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(12 - 129) Mana(12 - 129) Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
10.00%10.00%

From: Elemental (Sorceress) T3

Req: Level 6+ | Skill 3+ | Int 14+

Create an Orb of electricity that fires Chaining 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.
bolts at nearby enemies. The Orb leaves behind 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 Remnant when it expires.
Create an Orb of electricity that fires Chaining 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.
bolts at nearby enemies. The Orb leaves behind 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 Remnant when it expires.

  • Deals (1 - 14) to (8 - 260) 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.
    Dmg
    Deals (1 - 14) to (8 - 260) 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
  • 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.
    (3 - 5) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (3 - 5) times
  • 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 .
    a bolt every 4 seconds, and when you cast a Spell near the Orb
    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 .
    a bolt every 4 seconds, and when you cast a Spell near the Orb
  • Orb expires after firing 6 boltsOrb expires after firing 6 bolts
  • Orb radius is 3.6 mOrb radius is 3.6 metres
  • Orb duration is 12 secondsOrb duration is 12 seconds
  • Limit 1 Orb of StormsLimit 1 Orb of Storms
  • q20: 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.
    +(0 - 3) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 3) times

Power Siphon

  • Spell
  • Physical
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.70 sec0.70 sec
Critical Hit Chance
15.00%15.00%

From: Siphoning Wand · Adonia's Ego

Req: Level 1+ | Int 157+

Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
, granting a Power 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.
. Can only target Enemies in Culling range.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

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

  • Deals (3 - 109) to (5 - 202) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (3 - 109) to (5 - 202) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (0 - 76) % chance to grant an additional 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.
    on Cull
    (0 - 76) % chance to grant an additional 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.
    on Cull
  • q20: (0 - 10) % chance to grant an additional 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.
    on Cull
    (0 - 10) % chance to grant an additional 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.
    on Cull

Profane Ritual

  • Spell
  • AoE
  • Chaos
  • Duration
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(6 - 65) Mana(6 - 65) Mana
Cast Time
1.00 sec1.00 sec

From: Occult (Witch) T7

Req: Level 22+ | Skill 7+ | Int 41+

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 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.
with a profane rune, 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.
over time to nearby enemies. When the ritual is complete the 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.
is consumed and you gain a Power ChargeCharges

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

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

  • Deals (13.5 - 652.2) 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.
    per second
    Deals (13.5 - 652.2) 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.
    per second
  • Limit 5 active ritualsLimit 5 active rituals
  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • Ritual radius is 2.2 mRitual radius is 2.2 metres
  • Ritual duration is 2 secondsRitual duration is 2 seconds
  • q20: (0 - 10) % chance to not destroy Consumed 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.
    (0 - 10) % chance to not destroy Consumed 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.

Reap

  • Spell
  • AoE
  • Physical
  • Duration
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
1.20 sec1.20 sec
Critical Hit Chance
14.00%14.00%

From: Reaping Staff

Req: Level 1+ | Int 157+

Conjure a bloody scythe that sweeps across the targeted area, dealing PhysicalPhysical

10% increased Physical Damage
damage to enemies and applying Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
. Cannot be Triggered .
Conjure a bloody scythe that sweeps across the targeted area, dealing PhysicalPhysical

10% increased Physical Damage
damage to enemies and applying Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
. Cannot be Triggered .

  • Deals (11 - 400) to (16 - 599) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (11 - 400) to (16 - 599) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 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.
    (5 - 188) Life on Culling StrikeCulling_Strike

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
    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.
    (5 - 188) Life on Culling StrikeCulling_Strike

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

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

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

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 6 seconds
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 6 seconds
  • q20: Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is +(0 - 2) seconds
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is +(0 - 2) seconds

Sigil of Power

  • Spell
  • AoE
  • Duration
  • Staged
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cooldown Time
10.00 s10.00 s
Cast Time
0.60 sec0.60 sec

From: Chiming Staff · Sire of Shards · The Burden of Shadows

Req: Level 1+ | Int 157+

Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Minimum 1 second between gaining StagesMinimum 1 second between gaining Stages
  • Sigil radius is 3 mSigil radius is 3 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.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
    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.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 StagesMaximum 4 Stages
  • Buff grants (10 - 14) % more Spell damage per StageBuff grants (10 - 14) % more Spell damage per Stage
  • q20: Sigil radius is (0 - 0.8) mSigil radius is (0 - 0.8) metres

Snap

  • Spell
  • AoE
  • Lightning
  • Cold
  • Fire
  • Payoff
  • Remnant
  • Repeatable
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(8 - 89) Mana(8 - 89) Mana
Cooldown Time
4.00 s4.00 s
Cast Time
0.50 sec0.50 sec
Critical Hit Chance
13.00%13.00%

From: Elemental (Sorceress) T5

Req: Level 14+ | Skill 5+ | Int 28+

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.
the elemental energy from a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant . The blast will spread to other enemies affected by the same Ailment , but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
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.
the elemental energy from a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant . The blast will spread to other enemies affected by the same Ailment , but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.

Cold

  • Deals (14 - 473) to (21 - 709) 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 .
    Dmg
    Deals (14 - 473) to (21 - 709) 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
  • Enemy explosion radius is 1.6 mEnemy explosion radius is 1.6 metres
  • Frostbolt explosion radius is 3.2 mFrostbolt explosion radius is 3.2 metres
  • 50 % more damage with Hits for blasts originating from a Unique enemy50 % more damage with Hits for blasts originating from a Unique enemy
  • q20: (0 - 10) % chance to spawn an additional Infusion Remnant(0 - 10) % chance to spawn an additional Infusion Remnant
  • Gemling: (0 - 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.
    Rate
    (0 - 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

Lightning

Critical Hit Chance
11.00%11.00%
  • Enemy explosion radius is 1.6 mEnemy explosion radius is 1.6 metres
  • Deals (1 - 27) to (15 - 512) 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.
    Dmg
    Deals (1 - 27) to (15 - 512) 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

Fire

Critical Hit Chance
8.00%8.00%
  • Enemy explosion radius is 1.6 mEnemy explosion radius is 1.6 metres
  • Deals (6 - 192) to (8 - 288) 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
    Deals (6 - 192) to (8 - 288) 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

Solar Orb

  • Spell
  • AoE
  • Sustained
  • Fire
  • Duration
  • Orb
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
7.00%7.00%

From: Pyrophyte Staff · The Searing Touch

Req: Level 1+ | Int 157+

Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited . Flameblast can target a Solar Orb to be centred on the Orb instead of your location.Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited . Flameblast can target a Solar Orb to be centred on the Orb instead of your location.

Pulse

  • Deals (4 - 181) to (5 - 271) 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
    Deals (4 - 181) to (5 - 271) 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
  • Pulses every 1.4 secondsPulses every 1.4 seconds
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • Orb duration is 10 secondsOrb duration is 10 seconds
  • Limit 1 Solar OrbLimit 1 Solar Orb
  • q20: (0 - 20) % more Dmg with Hits against BurningBurning

    Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
    Enemies
    (0 - 20) % more Damage with Hits against BurningBurning

    Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
    Enemies

Ignite

  • 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.
    radius is 1 metre
    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.
    radius is 1 metre
  • IgnitesIgnite

    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.
    as though dealing (6 - 287) to (8 - 430) 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
    IgnitesIgnite

    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.
    as though dealing (6 - 287) to (8 - 430) 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

Soulrend

  • Spell
  • Projectile
  • Chaos
  • Duration
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
13.00%13.00%
Projectile Speed
8 m/s8 metres per Second

From: Rending Staff

Req: Level 1+ | Int 157+

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 .
a Piercing ProjectileProjectile

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

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that HindersHinder

Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them and deals 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.
over time for a short duration.
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 .
a Piercing ProjectileProjectile

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

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
that HindersHinder

Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
them and deals 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.
over time for a short duration.

Projectile

  • Deals (3 - 130) to (6 - 242) Chaos.DmgChaos_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.
    Deals (3 - 130) to (6 - 242) 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.
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

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

Damage over Time

  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 0.6 seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 0.6 seconds
  • Deals (10.1 - 430.9) 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.
    per second
    Deals (10.1 - 430.9) 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.
    per second
  • q20: DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is (0 - 0.1) seconds
    DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is (0 - 0.1) seconds

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.
    Dmg
    Deals (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 seconds
    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.
    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 seconds
    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.
    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 seconds
    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.
    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 seconds
    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.
    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 .
    Dmg
    Deals (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.
    Dmg
    Deals (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 circle
    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 .
    (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

Thrashing Vines

  • Spell
  • AoE
  • Sustained
  • Physical
  • Duration
  • Plant
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(14 - 152) Mana(14 - 152) Mana
Cast Time
1.00 sec1.00 sec
Critical Hit Chance
10.00%10.00%

From: Primal (Druid) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Int 32+

Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.

  • Deals (5 - 151) to (8 - 226) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (5 - 151) to (8 - 226) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Vine length is 2.5 mVine length is 2.5 metres
  • Vine growth area radius is 4 mVine growth area radius is 4 metres
  • Overgrown vines are 50 % largerOvergrown vines are 50 % larger
  • Time between vine growths is 50 % of this Skill's CastTime between vine growths is 50 % of this Skill's Cast Time
  • Limit 1 vine growth areaLimit 1 vine growth area
  • Vines grow for 8 second durationVines grow for 8 second duration
  • Overgrown vines deal 50 % more damageOvergrown vines deal 50 % more damage
  • Vines grow facing nearby targets, no more than once per 0.5 seconds for each targetVines grow facing nearby targets, no more than once per 0.5 seconds for each target
  • q20: +(0 - 0.5) m to vine length+(0 - 0.5) metres to vine length

Thunderstorm

  • Spell
  • AoE
  • Sustained
  • Lightning
  • Duration
  • Storm
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(12 - 129) Mana(12 - 129) Mana
Cast Time
0.90 sec0.90 sec
Critical Hit Chance
9.00%9.00%

From: Primal (Druid) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Int 17+

Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
more easily. Plants in the area become Overgrown .
Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
more easily. Plants in the area become Overgrown .

  • Deals (1 - 5) to (5 - 179) 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.
    Dmg
    Deals (1 - 5) to (5 - 179) 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
  • Storm radius is 2.3 mStorm radius is 2.3 metres
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Storm duration is 12 secondsStorm duration is 12 seconds
  • Hits one target every 0.35 secondsHits one target every 0.35 seconds
  • 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 0.5 seconds
    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 0.5 seconds
  • Cannot Drench enemies above level (0 - 20)Cannot Drench enemies above level (0 - 20)
  • Drenched enemies receive 25 % 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
    Drenched enemies receive 25 % 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
  • Drenched enemies have 50 % more chance to be ShockedDrenched enemies have 50 % more chance to be Shocked
  • Drenched lingers for 2 second durationDrenched lingers for 2 second duration
  • Limit 1 ThunderstormLimit 1 Thunderstorm
  • q20: Drenched enemies receive (0 - 5) % 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 Drenched enemies have (0 - 10) % more chance to be Shocked
    Drenched enemies receive (0 - 5) % 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 Drenched enemies have (0 - 10) % more chance to be Shocked

Tornado

  • Spell
  • AoE
  • Physical
  • Duration
  • Wind
  • Storm
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(10 - 110) Mana(10 - 110) Mana
Cast Time
0.75 sec0.75 sec

From: Primal (Druid) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Int 41+

Create a storm that sucks in enemies and deals PhysicalPhysical

10% increased Physical Damage
damage over time. A Tornado that overlaps an Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surface absorbs that surface's DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
Create a storm that sucks in enemies and deals PhysicalPhysical

10% increased Physical Damage
damage over time. A Tornado that overlaps an Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surface absorbs that surface's DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.

  • Deals (3 - 146.1) PhysicalPhysical

    10% increased Physical Damage
    damage per second
    Deals (3 - 146.1) PhysicalPhysical

    10% increased Physical Damage
    damage per second
  • Modifiers to Spell Dmg apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's DoT
    Modifiers to Spell Damage apply to DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    's Damage over Time
  • Tornado radius is 3 mTornado radius is 3 metres
  • Deals (6.1 - 292.2) damage per second of each absorbed Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    type
    Deals (6.1 - 292.2) damage per second of each absorbed Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    type
  • Tornado duration is 8 secondsTornado duration is 8 seconds
  • Limit 1 TornadoLimit 1 Tornado
  • q20: +(0 - 2) seconds to Tornado duration+(0 - 2) seconds to Tornado duration

Volatile Dead

  • Spell
  • AoE
  • Fire
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
7.00%7.00%

From: Volatile Wand · Enezun's Charge

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 volatile core that seeks out enemies and IgnitesIgnite

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 near it. The core explodes at the end of its duration.
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 volatile core that seeks out enemies and IgnitesIgnite

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 near it. The core explodes at the end of its duration.

Volatile Dead

  • 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.
    up to 1 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.
    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.
    up to 1 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.
  • Core duration is 5 secondsCore duration is 5 seconds
  • q20: (0 - 10) % chance to not destroy Consumed 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.
    (0 - 10) % chance to not destroy Consumed 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

  • Volatile Dead 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.
    up to 1 additional corpse
    Volatile Dead 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.
    up to 1 additional corpse
  • Explosion radius is 2.2 mExplosion radius is 2.2 metres
  • Deals (3 - 20) to (4 - 29) 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
    Deals (3 - 20) to (4 - 29) 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

Core

  • Volatile Dead 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.
    up to 1 additional corpse
    Volatile Dead 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.
    up to 1 additional corpse
  • IgnitesIgnite

    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 within 1.5 metre radius
    IgnitesIgnite

    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 within 1.5 metre radius
  • IgnitesIgnite

    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.
    as though dealing (4 - 146) to (6 - 218) 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
    IgnitesIgnite

    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.
    as though dealing (4 - 146) to (6 - 218) 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

Volcano

  • Spell
  • AoE
  • Projectile
  • Sustained
  • Fire
  • Duration
  • Channelling
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(7 - 73) Mana (6 - 61.33) Mana/s(7 - 73) Mana (6 - 61.33) Mana per second
Cast Time
0.80 sec0.80 sec
Critical Hit Chance
8.00%8.00%
Projectile Speed
5 m/s5 metres per Second

From: Primal (Druid) T1

Req: Skill 1+ | Str 4+ | Int 4+

Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of 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.
. While the volcano persists, Slamming it will cause another 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.
spray. ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill for longer makes the initial eruption more violent, but does not affect subsequent 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.
sprays.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of 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.
. While the volcano persists, Slamming it will cause another 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.
spray. ChannellingChannelling

Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
this Skill for longer makes the initial eruption more violent, but does not affect subsequent 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.
sprays.

Eruption

  • Deals (4 - 121) to (6 - 181) 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
    Deals (4 - 121) to (6 - 181) 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
  • Modifiers to cast speed also affect this skill's costModifiers to cast speed also affect this skill's cost
  • 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 .
    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.
    every 0.5 seconds
    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 .
    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.
    every 0.5 seconds
  • ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends when reaching 4 Stages
    ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends when reaching 4 Stages
  • Eruption radius is 1.2 mEruption radius is 1.2 metres
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • Limit 1 VolcanoLimit 1 Volcano
  • 150 % more Eruption damage per additional Stage150 % more Eruption damage per additional Stage
  • q20: +(0 - 0.2) m to eruption radius+(0 - 0.2) metres to eruption radius
  • Gemling: (0 - 20) % more Skill Effect Dur.(0 - 20) % more Skill Effect Duration

Projectiles

  • Impact radius is 0.6 mImpact radius is 0.6 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 .
    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.
    every 0.5 seconds, or when Slammed
    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 .
    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.
    every 0.5 seconds, or when Slammed
  • Initial eruption fires 4 additional 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.
    per additional Stage
    Initial eruption fires 4 additional 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.
    per additional Stage
  • Volcano is destroyed after 10 SlamsVolcano is destroyed after 10 Slams
  • Deals (3 - 92) to (5 - 138) 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
    Deals (3 - 92) to (5 - 138) 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
  • 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 - 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 .
    (3 - 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.

Hidden

  • 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 .
    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.
    every 0.5 seconds
    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 .
    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.
    every 0.5 seconds
  • Eruption radius is 0.8 mEruption radius is 0.8 metres
  • Volcano duration is 8 secondsVolcano duration is 8 seconds
  • 150 % more Eruption damage per additional Stage150 % more Eruption damage per additional Stage
  • Deals (3 - 92) to (5 - 138) 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
    Deals (3 - 92) to (5 - 138) 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
  • 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 - 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 .
    (3 - 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.

Wither

  • Spell
  • AoE
  • Chaos
  • Duration
  • Channelling
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Cast Time
0.25 sec0.25 sec

From: Primordial Wand

Req: Level 1+ | Int 157+

Channel a debilitating hex that Withers enemies in the area.Channel a debilitating hex that Withers enemies in the area.

  • WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts (2 - 2.95) seconds
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts (2 - 2.95) seconds
  • 6 % inc. Chaos.DmgChaos_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.
    taken
    6 % increased 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.
    taken

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 enemy
    Generates 100 % of Monster Power as GloryGlory

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

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • 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 m
    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 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 seconds
    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 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 charge
    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 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 Attacks
    Converts 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 .
    damage
    Grants (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 .
    damage
    Converts 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 .
    damage
    Converts 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 taken
    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 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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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 Triggered
    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 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 seconds
    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 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 Activated
    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 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
    damage
    Deals (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 Spells
    Has 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 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 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.
    chance
    Buff 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 Spells
    Has 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 rolling
    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 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 Spells
    Has 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 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.
    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 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 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 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 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 Spells
    Has 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

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 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 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.
    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 Spells
    Has 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

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 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 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.
    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 Spells
    Has 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 Power
    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 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 Spells
    Has 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

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 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 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 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 Spells
    Has 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.
    Clouds
    Limit 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 Life
    PoisonsPoison

    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 .
    Dmg
    Deals (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 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.
    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 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 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 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 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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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 Triggered
    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 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 accumulated
    Can 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 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    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.
    Dmg
    Deals (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 .
    damage
    Converts 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 modified
    Number of ProjectilesProjectile

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

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    80 % 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 .
    damage
    Converts 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 spent
    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 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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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 visage
    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 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 m
    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 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 range
    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 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 range
    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 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 effects
    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 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. 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) % 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. 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 (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.
    Rate
    Socketed 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 m
    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 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 seconds
    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.
    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 Power
    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 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 Power
    Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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 it
    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 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 Skill
    Modifiers 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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    50 % more ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
  • 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 .
    damage
    Converts 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 .
    damage
    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 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 m
    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 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 .
    damage
    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 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) m
    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) 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 .
    Dmg
    Deals (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.
    Dmg
    Deals (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 seconds
    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 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.
    spent
    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.
    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 .
    damage
    Buff 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 .
    damage
    Buff 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 .
    damage
    Converts 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 m
    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 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 seconds
    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 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.
    chance
    Grants 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.
    Chance
    Buff 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

Mortar Cannon

  • Totem
  • Grenade
  • Duration
  • Meta
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.
    Rate
    Supported 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 Dmg
    Supported 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 seconds
    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 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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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.
    Attacks
    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 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 Triggered
    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 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 .
    damage
    Converts 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 .
    damage
    Converts 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

Req: Level 1+

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 use
    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 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 use
    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 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 use
    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 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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    60 % 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 .
    damage
    Converts 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.
    Dmg
    Deals (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 seconds
    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.
    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 seconds
    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.
    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 seconds
    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.
    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 seconds
    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.
    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 .
    Dmg
    Deals (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.
    Dmg
    Deals (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 circle
    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 .
    (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.
    Consumed
    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.
    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.
    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.
    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.
    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.
    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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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 cast
    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 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 Triggered
    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 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 skill
    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.
    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
    damage
    Deals (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 use
    Requires 50 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • + 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 second
    Buff grants 5 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one 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 .
    damage
    Buff 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 .
    damage
    Buff 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 .
    damage
    Converts 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 .
    damage
    Converts 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 seconds
    Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 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) seconds
    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) 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 Force
    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 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 stage
    25 % 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

Conductivity

  • Spell
  • AoE
  • Lightning
  • Duration
  • Curse
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

Req: Level 1+ | Int 157+

Curse all targets in an area after a short delay, lowering their 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.
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.
.
Curse all targets in an area after a short delay, lowering their 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.
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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse inflicts (-29 - -23) % to 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.
    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.
    Curse inflicts (-29 - -23) % to 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.
    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.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Despair

  • Spell
  • AoE
  • Chaos
  • Duration
  • Curse
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

From: Occult (Witch) T9

Req: Level 31+ | Skill 9+ | Int 57+

Curse all targets in an area after a short delay, lowering their 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.
.
Curse all targets in an area after a short delay, lowering their 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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse inflicts (-49 - -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.
    Curse inflicts (-49 - -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.
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Elemental Weakness

  • Spell
  • AoE
  • Lightning
  • Cold
  • Fire
  • Duration
  • Curse
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

From: Elemental (Sorceress) T7

Req: Level 22+ | Skill 7+ | Int 41+

Curse all targets in an area after a short delay, lowering their 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.
.
Curse all targets in an area after a short delay, lowering their 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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse inflicts (-59 - -40) % to 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.
    Curse inflicts (-59 - -40) % to 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.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Enfeeble

  • Spell
  • AoE
  • Duration
  • Curse
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

From: Occult (Witch) T3

Req: Level 6+ | Skill 3+ | Int 14+

Curse all targets in an area after a short delay, making them deal less damage.Curse all targets in an area after a short delay, making them deal less damage.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse makes targets deal (20 - 29) % less DmgCurse makes targets deal (20 - 29) % less Damage
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Flammability

  • Spell
  • AoE
  • Fire
  • Duration
  • Curse
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

Req: Level 1+ | Int 157+

Curse all targets in an area after a short delay, lowering their 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 .
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.
.
Curse all targets in an area after a short delay, lowering their 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 .
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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse inflicts (-29 - -23) % 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 .
    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.
    Curse inflicts (-29 - -23) % 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 .
    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.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Hypothermia

  • Spell
  • AoE
  • Cold
  • Duration
  • Curse
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

Req: Level 1+ | Int 157+

Curse all targets in an area after a short delay, lowering their 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 .
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.
.
Curse all targets in an area after a short delay, lowering their 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 .
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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse inflicts (-29 - -23) % 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 .
    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.
    Curse inflicts (-29 - -23) % 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 .
    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.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Temporal Chains

  • Spell
  • AoE
  • Duration
  • Curse
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

From: Elemental (Sorceress) T7

Req: Level 22+ | Skill 7+ | Int 41+

Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by (40 - 59) %
    Curse SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    targets by (40 - 59) %
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • Curse makes other effects on targets expire 25 % slowerCurse makes other effects on targets expire 25 % slower
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse Magnitudes

Vulnerability

  • Spell
  • AoE
  • Physical
  • Duration
  • Curse
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(41 - 178) Mana(41 - 178) Mana
Cast Time
0.70 sec0.70 sec

From: Occult (Witch) T7

Req: Level 22+ | Skill 7+ | Int 41+

Curse all targets in an area after a short delay. making Hits against them ignore a portion of their 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.
.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their 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.
.

  • Curse applies after 1.5 seconds delayCurse applies after 1.5 seconds delay
  • Curse does not apply to enemies above level (0 - 20)Curse does not apply to enemies above level (0 - 20)
  • Curse radius is (1.5 - 3.1) mCurse radius is (1.5 - 3.1) metres
  • Curse inflicts - (16 - 19210) 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.
    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.
    Curse inflicts - (16 - 19210) 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.
    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.
  • Curse duration is (6 - 7.4) secondsCurse duration is (6 - 7.4) seconds
  • q20: (0 - 10) % inc. Curse Magnitudes(0 - 10) % increased Curse 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 seconds
    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 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 Activated
    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 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
    damage
    Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage

Freezing Mark

  • Mark
  • Buff
  • Cold
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(18 - 79) Mana(18 - 79) Mana
Cooldown Time
0.50 s0.50 s

From: Bow (Ranger) T7 · Quarterstaff (Monk) T7

Req: Level 22+ | Skill 7+ | Dex 24+ | Int 24+

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 more susceptible to being FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
. When the Marked target is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
, the Mark ActivatesMarkActivate

MarksMark all have a condition that makes them Activate. When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, granting you a Buff which gives extra 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 Consuming 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.
. Marking another target while you have the Buff will remove the Buff .
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 more susceptible to being FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
. When the Marked target is FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
, the Mark ActivatesMarkActivate

MarksMark all have a condition that makes them Activate. When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, granting you a Buff which gives extra 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 Consuming 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.
. Marking another target while you have the Buff will remove the Buff .

  • Limit 1 Marked targetLimit 1 Marked target
  • Hits against Marked enemy cause (25 - 35) % 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
    Hits against Marked enemy cause (25 - 35) % 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
  • Marked enemy becomes FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    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.
    while Primed for 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 .
    Marked enemy becomes FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
    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.
    while Primed for 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 .
  • 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 seconds
    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 seconds
  • Buff grants 30 % 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 .
    damage
    Buff grants 30 % 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: Hits against Marked enemy cause +(0 - 20) % 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
    Hits against Marked enemy cause +(0 - 20) % 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

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 seconds
    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 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

Sniper's Mark

  • Mark
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(18 - 79) Mana(18 - 79) Mana
Cooldown Time
6.00 s6.00 s

From: Bow (Ranger) T7

Req: Level 22+ | Skill 7+ | Dex 41+

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. The next 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.
the target receives Activates 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.
, Consuming it to deal extra damage and grant you 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.
.
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. The next 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.
the target receives Activates 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.
, Consuming it to deal extra damage and grant you 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.
.

  • Limit 1 Marked targetLimit 1 Marked target
  • Maximum 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 seconds
    Maximum 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 seconds
  • Next 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.
    against Marked Enemy has (20 - 77) % 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%.
    Dmg Bonus
    Next 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.
    against Marked Enemy has (20 - 77) % 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%.
    Damage Bonus
  • q20: Next 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.
    against Marked Enemy has (0 - 15) % 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%.
    Dmg Bonus
    Next 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.
    against Marked Enemy has (0 - 15) % 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%.
    Damage Bonus

Voltaic Mark

  • Mark
  • Buff
  • Lightning
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(18 - 79) Mana(18 - 79) Mana
Cooldown Time
0.50 s0.50 s

From: Bow (Ranger) T7

Req: Level 22+ | Skill 7+ | Dex 41+

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 more susceptible to being Electrocuted . When the Marked target is Electrocuted , the Mark ActivatesMarkActivate

MarksMark all have a condition that makes them Activate. When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, granting a Buff which gives extra 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 and Consuming 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.
. Marking another target while you have the Buff will remove the Buff .
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 more susceptible to being Electrocuted . When the Marked target is Electrocuted , the Mark ActivatesMarkActivate

MarksMark all have a condition that makes them Activate. When a MarkMark Activates, it will cause an extra effect and then be Consumed .
, granting a Buff which gives extra 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 and Consuming 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.
. Marking another target while you have the Buff will remove the Buff .

  • Limit 1 Marked targetLimit 1 Marked target
  • Marked enemy becomes Electrocuted 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.
    while Primed for Electrocution
    Marked enemy becomes Electrocuted 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.
    while Primed for Electrocution
  • 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 seconds
    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 seconds
  • Buff grants 30 % of damage Gained as 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.
    damage
    Buff grants 30 % of damage Gained as 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
  • Hits against Marked enemy cause (25 - 35) % inc. ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    buildup
    Hits against Marked enemy cause (25 - 35) % increased ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    buildup
  • q20: Hits against Marked enemy cause +(0 - 20) % inc. ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only LightningLightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of LightningLightning damage will not build up towards Electrocution.
    buildup
    Hits against Marked enemy cause +(0 - 20) % increased ElectrocuteElectrocute

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

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

Artillery Ballista

  • Attack
  • Totem
  • AoE
  • Projectile
  • Sustained
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(14 - 95) Mana(14 - 95) Mana

From: Crossbow (Mercenary) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Dex 24+

Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that rains down a salvo of Pinning , Maiming bolts.
Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that rains down a salvo of Pinning , Maiming bolts.

Ballista

  • Totem duration is 12 secondsTotem duration is 12 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.
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Bolts

Attack Speed
25% of base25% of base
Attack Damage
(15 - 40)% of base(15 - 40)% of base
Projectile Speed
32.6 m/s32.6 metres per Second
  • Hits are PinningHits are Pinning
  • Pins Enemies as though dealing 600 % more DmgPins Enemies as though dealing 600 % more Damage
  • 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.
  • Bolt impact radius is 2.5 mBolt impact radius is 2.5 metres
  • q20: Pins Enemies as though dealing +(0 - 200) % more DmgPins Enemies as though dealing +(0 - 200) % more Damage

Dark Effigy

  • Totem
  • Spell
  • AoE
  • Projectile
  • Chaos
  • Duration
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(13 - 133) Mana(13 - 133) Mana

From: Occult (Witch) T9

Req: Level 31+ | Skill 9+ | Int 57+

Raise a Totem that bombards enemies afflicted by 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.
over time DebuffsDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
.
Raise a Totem that bombards enemies afflicted by 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.
over time DebuffsDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
.

Dark Effigy

  • 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.
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Vile Effusion

Cast Time
1.00 sec1.00 sec
Critical Hit Chance
7.00%7.00%
Projectile Speed
12 m/s12 metres per Second
  • Deals (2 - 69) to (4 - 128) Chaos.DmgChaos_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.
    Deals (2 - 69) to (4 - 128) 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.
  • Impact radius is 1.2 mImpact radius is 1.2 metres
  • q20: +(0 - 0.2) m to Impact radius+(0 - 0.2) metres to Impact radius

Mortar Cannon

  • Totem
  • Grenade
  • Duration
  • Meta
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.
    Rate
    Supported 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 Dmg
    Supported GrenadeGrenade

    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    Skills deal 50 % less Damage

Shockwave Totem

  • Attack
  • Totem
  • AoE
  • Melee
  • Slam
  • Duration
  • Nova
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(15 - 103) Mana(15 - 103) Mana

From: Mace (Warrior) T3 · Primal (Druid) T3

Req: Level 6+ | Skill 3+ | Str 14+

Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
erupts when hit by this Slam , damaging enemies standing on it. The Totem cannot create Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
. This Skill can be used while Shapeshifted .
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
erupts when hit by this Slam , damaging enemies standing on it. The Totem cannot create Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
. This Skill can be used while Shapeshifted .

Totem

  • Totem duration is 12 secondsTotem duration is 12 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 - 4) seconds to Totem duration+(0 - 4) seconds to Totem duration
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Slam

Attack Speed
50% of base50% of base
Attack Damage
(25 - 66)% of base(25 - 66)% of base
  • Shockwave radius is 3 mShockwave radius is 3 metres

Jagged Ground Eruption

  • Shockwave radius is 3 mShockwave radius is 3 metres

Siege Ballista

  • Attack
  • Totem
  • AoE
  • Projectile
  • Sustained
  • Fire
  • Duration
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(18 - 121) Mana(18 - 121) Mana

From: Crossbow (Mercenary) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Dex 32+

Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that fires bolts skyward, to explode a short time after landing.
Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that fires bolts skyward, to explode a short time after landing.

Ballista

  • 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.
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Artillery

Attack Speed
25% of base25% of base
Attack Damage
(25 - 66)% of base(25 - 66)% of base
Projectile Speed
20 m/s20 metres per Second
  • Converts 60 % 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 .
    damage
    Converts 60 % 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
  • 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.
  • Bolt explosion radius is 0.5 mBolt explosion radius is 0.5 metres

Explosion

  • 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 .
    damage
    Converts 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
  • 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.
  • Bolt explosion radius is 1.4 mBolt explosion radius is 1.4 metres
  • q20: (0 - 20) % more AoE(0 - 20) % more Area of Effect

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.
    Consumed
    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.
    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.
    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.
    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.
    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.
    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

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 enemy
    Generates 100 % of Monster Power as GloryGlory

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

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

Arctic Howl

  • Warcry
  • Shapeshift
  • Buff
  • Werewolf
  • AoE
  • Cold
  • Duration
  • Nova
Tier
55
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
Critical Hit Chance
10.00%10.00%

From: Primal (Druid) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Int 17+

Shapeshift into a Werewolf and let out an icy howl that damages enemies and FreezesFreeze

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 .
Primed enemies. If an enemy is FrozenFrozen

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

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

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

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

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

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

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
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.
.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and FreezesFreeze

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 .
Primed enemies. If an enemy is FrozenFrozen

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

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

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

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

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

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

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
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.
.

  • Deals (5 - 186) to (8 - 279) 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 .
    Dmg
    Deals (5 - 186) to (8 - 279) 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
  • Cannot cause 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
    Cannot cause 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
  • Knocks Back EnemiesKnocks Back Enemies
  • 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 that are Primed for 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 .
    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 that are Primed for 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 .
  • Empowers one Attack per 5 enemy Power in range, counting up to 50 PowerEmpowers one Attack per 5 enemy Power in range, counting up to 50 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 5.5 m
    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 5.5 metres
  • Buff grants AlliesAllies

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

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage to Attacks
    Buff grants AlliesAllies

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

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage to Attacks
  • EmpoweredEmpowered

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

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    EmpoweredEmpowered

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

    Cold damage is one of the five Damage 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 AlliesAllies

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

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

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 m
    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 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 range
    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 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 range
    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 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 effects
    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 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. 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) % 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. 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 (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.
    Rate
    Socketed 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 m
    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 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 seconds
    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.
    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 Power
    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 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 Power
    Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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 it
    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 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 Skill
    Modifiers 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]

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 .
    damage
    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 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 m
    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 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 .
    damage
    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 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) m
    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) 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 .
    Dmg
    Deals (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

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 seconds
    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 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.
    spent
    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.
    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 .
    damage
    Buff 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 .
    damage
    Buff 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 .
    damage
    Converts 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 m
    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 metres

Seismic Cry

  • Warcry
  • AoE
  • Physical
  • Nova
Tier
1111
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) T11

Req: Level 41+ | Skill 11+ | Str 74+

Perform a damaging 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.
, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is HitHit

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

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
. This Skill's cooldown can be bypassed by expending an Endurance 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 damaging 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.
, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is HitHit

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

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

  • Deals (7 - 223) to (10 - 335) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (7 - 223) to (10 - 335) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Knocks Back EnemiesKnocks Back Enemies
  • 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 m
    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 metres
  • Empowers one Slam per 10 enemy Power in range, counting up to 50 PowerEmpowers one Slam per 10 enemy Power in range, counting up to 50 Power
  • q20: EmpoweredEmpowered

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

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

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

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

Skeletal Brute

  • Minion
  • Warcry
  • Persistent
  • Physical
  • Payoff
Tier
1313
Level
(1 - 20)(1 - 20)
Reservation
(165 - 48) Spirit(165 - 48) Spirit

From: Occult (Witch) T13

Req: Level 52+ | Skill 13+ | Int 92+

Activate to summon hard-hitting, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Brutes that can StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
Primed enemies and 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.
on Command . This 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.
IntimidatesIntimidate

Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
nearby enemies and 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.
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 .
on enemies and allies to deal damage in an Area around them.
Activate to summon hard-hitting, RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Brutes that can StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
Primed enemies and 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.
on Command . This 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.
IntimidatesIntimidate

Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
nearby enemies and 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.
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 .
on enemies and allies to deal damage in an Area around them.

Minion Info

  • q20: Minions cause (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    Minions cause (0 - 40) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Gemling: Minions have (0 - 30) % more Maximum LifeMinions have (0 - 30) % more Maximum Life

Command

Cost
(8 - 83) Mana(8 - 83) Mana

Initial Strike

Cooldown Time
4.00 s4.00 s
Attack Speed
120% of base120% of base
Attack Damage
180% of base180% of base
  • +0.2 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
    +0.2 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

Shockwave

  • +0.2 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
    +0.2 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

Disengage

  • Attack
  • AoE
  • Melee
  • Strike
  • Travel
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(5 - 36) Mana(5 - 36) Mana
Cooldown Time
1.50 s1.50 s
Attack Damage
(85 - 308)% of base(85 - 308)% of base

From: Spear (Huntress) T1

Req: Skill 1+ | Dex 4+

Jump back as you rupture the earth in front of you with spearpoints, damaging 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.
the Parried DebuffParriedDebuff

Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
on Hitting enemies to release a shockwave and grant you 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.
. This skill can be used while using other skills, and causes StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and 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.
to miss you while jumping. This skill cannot be Ancestrally Boosted .
Jump back as you rupture the earth in front of you with spearpoints, damaging 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.
the Parried DebuffParriedDebuff

Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
on Hitting enemies to release a shockwave and grant you 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.
. This skill can be used while using other skills, and causes StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and 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.
to miss you while jumping. This skill cannot be Ancestrally Boosted .

Initial Strike

  • +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
  • +2.5 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
    +2.5 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
  • q20: (0 - 20) % chance for an additional Shockwave(0 - 20) % chance for an additional Shockwave
  • Gemling: +(0 - 1) 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 - 1) 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

Shockwave

Attack Damage
(120 - 490)%(120 - 490)%
  • Shockwave radius is 2 mShockwave radius is 2 metres

Gathering Storm

  • Attack
  • AoE
  • Melee
  • Lightning
  • Duration
  • Channelling
  • Travel
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(7.9 - 53.38) Mana/s(7.9 - 53.38) Mana per second
Attack Damage
(120 - 435)% of base(120 - 435)% of base

From: Quarterstaff (Monk) T13

Req: Level 52+ | Skill 13+ | Dex 51+ | Int 51+

Flip backward and Channel to charge your QuarterstaffQuarterstaff

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally Boosted .
Flip backward and Channel to charge your QuarterstaffQuarterstaff

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally Boosted .

Normal Dash

  • Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.8 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
    +0.8 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
  • +1 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
    +1 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

Perfect Dash

Attack Damage
(280 - 1014)%(280 - 1014)%
  • +1 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
    +1 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
  • q20: Skills have a (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window
    Skills have a (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window
  • Gemling: (0 - 30) % chance for 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.
    Dmg with Hits to be Lucky
    (0 - 30) % chance for 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 with Hits to be Lucky

Shockwave

Attack Damage
(120 - 435)%(120 - 435)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Shockwave radius is 2.2 mShockwave radius is 2.2 metres

Tempest Shockwave

Attack Damage
(240 - 869)%(240 - 869)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Shockwave radius is 3.2 m Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 3.2 m
    Shockwave radius is 3.2 metres Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 3.2 metres

Leap Slam

  • Attack
  • AoE
  • Melee
  • Slam
  • Travel
  • Payoff
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(14 - 97) Mana(14 - 97) Mana
Attack Damage
(110 - 449)% of base(110 - 449)% of base

From: Mace (Warrior) T7

Req: Level 22+ | Skill 7+ | Str 41+

Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.

  • +0.65 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, plus up to +0.5 seconds based on distance travelled
    +0.65 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, plus up to +0.5 seconds based on distance travelled
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • (50 - 88) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    (50 - 88) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • 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.
    Fully Broken 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 enemies to cause 500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    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.
    Fully Broken 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 enemies to cause 500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • q20: (0 - 20) % more Dmg with Hits against Enemies with Fully Broken 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.
    (0 - 20) % more Damage with Hits against Enemies with Fully Broken 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.

Rampage

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
  • Sustained
  • Channelling
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(14 - 97) Mana 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.
per second
(14 - 97) Mana 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.
per second
Attack Speed
70% of base70% of base
Attack Damage
(75 - 306)% of base(75 - 306)% of base

From: Primal (Druid) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Int 41+

Shapeshift into a Bear and charge forward, Slamming the ground as you run. ChannellingChannelling

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

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
.
Shapeshift into a Bear and charge forward, Slamming the ground as you run. ChannellingChannelling

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

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

  • + 0.5 seconds to base attack time if not standing+ 0.5 seconds to base attack time if not standing
  • 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.
    cost is ignored for first 2.5 seconds of ChannellingChannelling

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    cost is ignored for first 2.5 seconds of ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Cannot gain RageRage

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    while using this Skill
  • Impact radius is 2.2 mImpact radius is 2.2 metres
  • q20: RageRage

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

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

Shield Charge

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling
  • Travel
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7.2 - 48.68) Mana/s(7.2 - 48.68) Mana per second
Attack Time
0.60 sec0.60 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
(30 - 94)% of base(30 - 94)% of base

From: Mace (Warrior) T3

Req: Level 6+ | Skill 3+ | Str 14+

Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, 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 .
is raised and you will 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.
all incoming Blockable hits.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, 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 .
is raised and you will 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.
all incoming Blockable hits.

Area of Effect

  • (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
  • 3 to 5 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 .
    3 to 5 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 .
  • Deals up to an additional +100 % more Dmg, based on the distance travelledDeals up to an additional +100 % more Damage, based on the distance travelled
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Impact radius is 2.4 mImpact radius is 2.4 metres
  • 80 % inc. max travel distance80 % increased maximum travel distance
  • q20: Deals up to an additional +(0 - 40) % more Dmg, based on the distance travelledDeals up to an additional +(0 - 40) % more Damage, based on the distance travelled
  • Gemling: (0 - 30) % inc. max travel distance(0 - 30) % increased maximum travel distance

Collision

Attack Damage
(70 - 254)%(70 - 254)%
  • Knocks Back EnemiesKnocks Back Enemies
  • 50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Deals up to an additional +100 % more Dmg, based on the distance travelledDeals up to an additional +100 % more Damage, based on the distance travelled
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Impact radius is 2.4 mImpact radius is 2.4 metres
  • 80 % inc. max travel distance80 % increased maximum travel distance
  • 6 to 8 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 .
    6 to 8 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 .

Stampede

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
  • Travel
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(9 - 65) Mana(9 - 65) Mana
Attack Damage
(40 - 125)% of base(40 - 125)% of base

From: Mace (Warrior) T11

Req: Level 41+ | Skill 11+ | Str 74+

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.
forward, cracking the earth and leaving a patch of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
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.
forward, cracking the earth and leaving a patch of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.

Footsteps

  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 6 seconds
    Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 6 seconds
  • Impact and Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius are 1.2 m
    Impact and Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius are 1.2 metres
  • q20: (0 - 20) % chance to cause an additional AftershockAftershock

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

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
  • Gemling: (0 - 20) % more AoE(0 - 20) % more Area of Effect

Slam

Attack Damage
(120 - 374)%(120 - 374)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 3.2 mImpact radius is 3.2 metres

Explosion

Attack Damage
(40 - 40)%(40 - 40)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Explodes Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    within 3.2 metre radius of Slam and each patch of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    exploded
    Explodes Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    within 3.2 metre radius of Slam and each patch of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    exploded

Thunderous Leap

  • Attack
  • AoE
  • Melee
  • Slam
  • Lightning
  • Detonator
  • Travel
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(11 - 76) Mana(11 - 76) Mana
Attack Damage
(110 - 449)% of base(110 - 449)% of base

From: Spear (Huntress) T9

Req: Level 31+ | Skill 9+ | Dex 57+

Leap into the air and plunge your 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.
into the ground at the target location, emitting 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.
-charged shockwave.
Leap into the air and plunge your 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.
into the ground at the target location, emitting 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.
-charged shockwave.

  • Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +1.1 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
    +1.1 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
  • 100 % 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.
    100 % 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.
  • Shockwave radius is 2.5 mShockwave radius is 2.5 metres
  • q20: (0 - 30) % chance to leave Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    when Detonating SpearsSpear

    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.
    (0 - 30) % chance to leave Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    when Detonating SpearsSpear

    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.

Vaulting Impact

  • Attack
  • AoE
  • Melee
  • Slam
  • Physical
  • Duration
  • Travel
  • Payoff
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(12 - 83) Mana(12 - 83) Mana
Attack Damage
(160 - 422)% of base(160 - 422)% of base

From: Quarterstaff (Monk) T5

Req: Level 14+ | Skill 5+ | Dex 17+ | Int 17+

Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken_Stance

Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken_Stance

Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
to Dazed enemies, causing any Hits against those enemies to deal extra damage.

Vaulting Impact

  • +1 second 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
    +1 second 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
  • Cannot inflict DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Cannot inflict DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
  • Impact radius is 2.4 mImpact radius is 2.4 metres

Vs Dazed

Attack Damage
(160 - 100)%(160 - 100)%
  • Applies Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    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 Dazed enemies
    Applies Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    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 Dazed enemies
  • Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    has 60 second duration, or until DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    has 60 second duration, or until DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
  • Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes 10 Hits
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes 10 Hits
  • q20: Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes +(0 - 2) Hits
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes +(0 - 2) Hits
  • Gemling: (0 - 50) % more Dmg against Heavy Stunned Enemies(0 - 50) % more Damage against Heavy Stunned Enemies

Barrage

  • Spell
  • Buff
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(11 - 51) Mana(11 - 51) Mana
Cooldown Time
2.00 s2.00 s
Cast Time
0.70 sec0.70 sec

From: Bow (Ranger) T5 · Spear (Huntress) T5

Req: Level 14+ | Skill 5+ | Dex 28+

Ready a volley of arrows or spears, 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.
Attack to RepeatRepeat

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill. Triggered skillsTriggered_Skills, Instant skills, and ChannellingChannelling skills cannot Repeat. Skills take 5% longer to perform for each time they Repeat.
multiple times. 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.
your Frenzy 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.
on use to add additional repeats.
Ready a volley of arrows or spears, 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.
Attack to RepeatRepeat

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

  • EmpoweredEmpowered

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

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

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

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

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

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

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

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
  • Maximum Buff duration is 5 secondsMaximum Buff duration is 5 seconds
  • q20: RepeatsRepeat

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

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

Bow Shot

  • Attack
  • Projectile
  • Repeatable
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

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 .
an arrow with your 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.
.
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 .
an arrow with your 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.
.

Detonating Arrow

  • Attack
  • AoE
  • Projectile
  • Fire
  • Channelling
  • Detonator
  • Staged
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(6.82 - 46.07) Mana/s(6.82 - 46.07) Mana per second
Attack Speed
45% of base45% of base
Attack Damage
(53 - 192)% of base(53 - 192)% of base

From: Bow (Ranger) T9

Req: Level 31+ | Skill 9+ | Dex 57+

Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.

Arrow

  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • 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.
    120 % of Dmg 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 .
    Dmg per Stage Maximum 4 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.
    120 % 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 per Stage Maximum 4 Stages
  • q20: +(0 - 1) to number of Maximum Stages+(0 - 1) to number of Maximum Stages
  • Gemling: (0 - 40) % more 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.
    Magnitude
    (0 - 40) % more 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.
    Magnitude

Explosion

  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • Explosion radius is 2.4 mExplosion radius is 2.4 metres

Electrocuting Arrow

  • Attack
  • AoE
  • Projectile
  • Lightning
  • Duration
  • Repeatable
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6 - 46) Mana(6 - 46) Mana
Attack Speed
110% of base110% of base
Attack Damage
(80 - 250)% of base(80 - 250)% of base
Projectile Speed
54 m/s54 metres per Second

From: Bow (Ranger) T5

Req: Level 14+ | Skill 5+ | Dex 28+

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 .
an electrifying arrow that explodes in an Area on HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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 .
an electrifying arrow that explodes in an Area on HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cannot ChainChain

    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.
    Cannot 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.
  • Cannot PiercePierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    Cannot PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
  • Arrow duration is 25 secondsArrow duration is 25 seconds
  • q20: Hits against targets with attached Rods gain (0 - 10) % of Dmg as extra 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.
    Dmg
    Hits against targets with attached Rods gain (0 - 10) % of Damage as extra 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

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 .
    damage
    Converts 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 modified
    Number of ProjectilesProjectile

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

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    80 % 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 .
    damage
    Converts 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

Freezing Salvo

  • Attack
  • AoE
  • Projectile
  • Cold
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(15 - 105) Mana(15 - 105) Mana
Attack Damage
(48 - 150)% of base(48 - 150)% of base
Projectile Speed
7.5 m/s7.5 metres per Second

From: Bow (Ranger) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Passively gains SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
over time. Using the skill fires a projectile, and breaks the SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
, Repeating for each of them, and for each additional projectile the skill is given. For each time it RepeatsRepeat

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

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

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.
in its area of effect if able, Detonating those 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.
immediately.
Passively gains SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
over time. Using the skill fires a projectile, and breaks the SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
, Repeating for each of them, and for each additional projectile the skill is given. For each time it RepeatsRepeat

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

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

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.
in its area of effect if able, Detonating those 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.
immediately.

  • Supported Skills RepeatRepeat

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

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
    Supported Skills RepeatRepeat

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

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
  • 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 .
    damage
    Converts 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
  • 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 the number of times this skill RepeatsRepeat

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

    Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill. Triggered skillsTriggered_Skills, Instant skills, and ChannellingChannelling skills cannot Repeat. Skills take 5% longer to perform for each time they Repeat.
  • (30 - 68) % 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
    (30 - 68) % 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
  • (30 - 68) % 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
    (30 - 68) % 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
  • Maximum 10 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    Maximum 10 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
  • 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.
    a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 0.75 seconds
    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.
    a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 0.75 seconds
  • Impact radius is 1.2 mImpact radius is 1.2 metres
  • q20: (0 - 40) % 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 - 40) % 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

Gas Arrow

  • Attack
  • AoE
  • Projectile
  • Fire
  • Chaos
  • Duration
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(9 - 62) Mana(9 - 62) Mana
Attack Damage
(30 - 94)% of base(30 - 94)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T7

Req: Level 22+ | Skill 7+ | Dex 41+

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 .
a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skillDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or if an Ignited enemy touches it, creating a fiery explosion.
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 .
a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skillDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or if an Ignited enemy touches it, creating a fiery explosion.

Arrow

  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • q20: +(0 - 0.4) m to impact radius+(0 - 0.4) metres to impact radius
  • Gemling: Deals (0 - 20) % 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
    Deals (0 - 20) % 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

Poison Cloud

Attack Damage
(70 - 218)%(70 - 218)%
  • 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.
    Clouds
    Limit 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
  • Does not HitHit

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

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

    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 Hitting them
  • 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 1.8 mCloud radius is 1.8 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • q20: +(0 - 0.4) m to cloud radius+(0 - 0.4) metres to cloud radius
  • Gemling: Deals (0 - 20) % 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
    Deals (0 - 20) % 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

Explosion

Attack Damage
(90 - 281)%(90 - 281)%
  • 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 .
    damage
    Converts 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 1.8 mImpact radius is 1.8 metres

Ice Shot

  • Attack
  • Projectile
  • Cold
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(6 - 40) Mana(6 - 40) Mana
Attack Speed
90% of base90% of base
Attack Damage
(95 - 344)% of base(95 - 344)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T9

Req: Level 31+ | Skill 9+ | Dex 57+

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 .
an icy arrow that sprays a cone of ice shards when it hits a target.
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 .
an icy arrow that sprays a cone of ice shards when it hits a target.

Arrow

  • 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 .
    damage
    Converts 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
  • 50 % 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
    50 % 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
  • 25 % 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
    25 % 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
  • q20: active skill chill effect +% final [0,30]active skill chill effect +% final [0,30]
  • Gemling: (0 - 40) % reduced Move.Spd Penalty from using Skills while moving(0 - 40) % reduced Movement Speed Penalty from using Skills while moving

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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    50 % more ProjectileProjectile

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

Lightning Arrow

  • Attack
  • AoE
  • Projectile
  • Lightning
  • Chaining
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(6 - 40) Mana(6 - 40) Mana
Attack Speed
90% of base90% of base
Attack Damage
(80 - 250)% of base(80 - 250)% of base
Projectile Speed
54 m/s54 metres per Second

From: Bow (Ranger) T1

Req: Skill 1+ | Dex 4+

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 .
a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining 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.
beams at nearby enemies.
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 .
a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining 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.
beams at nearby enemies.

Projectile

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cannot ChainChain

    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.
    Cannot 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.
  • Beam targeting radius is 3.2 mBeam targeting radius is 3.2 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 .
    beams at up to (2 - 4) additional Enemies near the target
    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 .
    beams at up to (2 - 4) additional Enemies near the target
  • 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.
  • Gemling: (0 - 30) % chance for 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.
    Dmg with Hits to be Lucky
    (0 - 30) % chance for 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 with Hits to be Lucky

Beam

  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 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.
    2 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    2 times
  • Beam targeting radius is 3.2 mBeam targeting radius is 3.2 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 .
    beams at up to additional Enemies near the target
    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 .
    beams at up to additional Enemies near the target

Lightning Rod

  • Attack
  • AoE
  • Projectile
  • Sustained
  • Lightning
  • Duration
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(4 - 30) Mana(4 - 30) Mana
Attack Speed
120% of base120% of base
Attack Damage
(26 - 94)% of base(26 - 94)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T1

Req: Skill 1+ | Dex 4+

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 .
an arrow that drops from above, creating 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.
burst. The arrow remains in the ground, and any Chaining 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.
beams can 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 it. When Chained to, the arrows charge up for a brief period before releasing another 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.
burst. The 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.
Arrow Skill reduces this delay, causing bursts to happen more quickly.
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 .
an arrow that drops from above, creating 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.
burst. The arrow remains in the ground, and any Chaining 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.
beams can 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 it. When Chained to, the arrows charge up for a brief period before releasing another 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.
burst. The 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.
Arrow Skill reduces this delay, causing bursts to happen more quickly.

  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Burst radius is 2 mBurst radius is 2 metres
  • Maximum Arrow duration is 20 secondsMaximum Arrow duration is 20 seconds
  • Arrow disappears after being Chained to 8 timesArrow disappears after being Chained to 8 times
  • Maximum 10 active ArrowsMaximum 10 active Arrows
  • q20: (0 - 20) % chance to cause an additional Burst on impact(0 - 20) % chance to cause an additional Burst on impact

Magnetic Salvo

  • Attack
  • AoE
  • Projectile
  • Lightning
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(24 - 162) Mana(24 - 162) Mana
Attack Speed
50% of base50% of base
Attack Damage
(50 - 156)% of base(50 - 156)% of base
Projectile Speed
7.5 m/s7.5 metres per Second

From: Bow (Ranger) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Aim skyward and fire energy missiles at lingering bolts or arrows created by other 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.
Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Aim skyward and fire energy missiles at lingering bolts or arrows created by other 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.
Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.

Impact

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Impact radius is 1 metreImpact radius is 1 metre
  • 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 .
    up to 8 missiles
    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 .
    up to 8 missiles
  • q20: 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 .
    up to +(0 - 4) missiles
    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 .
    up to +(0 - 4) missiles
  • Gemling: (0 - 20) % more 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.
    Dmg
    (0 - 20) % more 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

Explosion

Attack Damage
(70 - 286)%(70 - 286)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Explosion radius is 2.4 mExplosion radius is 2.4 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

Poisonburst Arrow

  • Attack
  • AoE
  • Projectile
  • Chaos
  • Duration
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(5 - 38) Mana(5 - 38) Mana
Attack Damage
(88 - 274)% of base(88 - 274)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T1

Req: Skill 1+ | Dex 4+

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 .
a virulent arrow that creates a burst of 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.
on hit, affecting all enemies in an area.
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 .
a virulent arrow that creates a burst of 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.
on hit, affecting all enemies in an area.

Arrow

  • q20: (0 - 10) % more Magnitude of 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.
    inflicted
    (0 - 10) % more Magnitude of 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.
    inflicted
  • Gemling: 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.
    equal to (0 - 20) % of 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.
    damage
    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.
    equal to (0 - 20) % of 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.
    damage

Poison Burst

  • 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.
    inflicted by this Skill is affected by Modifiers to Skill Effect Dur.
    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.
    inflicted by this Skill is affected by Modifiers to Skill Effect Duration
  • Does not HitHit

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

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

    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 Hitting them
  • 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.
    duration is 3 seconds
    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.
    duration is 3 seconds
  • Burst radius is (1.5 - 2.4) mBurst radius is (1.5 - 2.4) metres

Rain of Arrows

  • Attack
  • AoE
  • Projectile
  • Sustained
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(15 - 103) Mana(15 - 103) Mana
Attack Speed
80% of base80% of base
Attack Damage
(50 - 181)% of base(50 - 181)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T9

Req: Level 31+ | Skill 9+ | Dex 57+

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 .
a hail of arrows into the air, causing them to rain from above. 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 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.
to fire more arrows.
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 .
a hail of arrows into the air, causing them to rain from above. 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 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.
to fire more arrows.

  • 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 .
    (30 - 39) Arrows
    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 .
    (30 - 39) Arrows
  • 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 0.12 seconds
    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 0.12 seconds
  • Rain radius is 3.6 mRain radius is 3.6 metres
  • Arrow impact radius is 0.7 mArrow impact radius is 0.7 metres
  • Maximum 1 arrow rainMaximum 1 arrow rain
  • One arrow lands every 0.08 secondsOne arrow lands every 0.08 seconds
  • 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 .
    150 % more Arrows if 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.
    was consumed
    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 .
    150 % more Arrows if 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.
    was consumed
  • Modifiers to 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 apply to arrow landing frequency
    Modifiers to 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 apply to arrow landing frequency
  • q20: Arrows fall (0 - 20) % fasterArrows fall (0 - 20) % faster

Shockchain Arrow

  • Attack
  • AoE
  • Projectile
  • Lightning
  • Chaining
  • Payoff
  • Repeatable
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(10 - 68) Mana(10 - 68) Mana
Attack Speed
70% of base70% of base
Attack Damage
(70 - 218)% of base(70 - 218)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T11

Req: Level 41+ | Skill 11+ | Dex 74+

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 .
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.
-charged arrow that homes in on enemies afflicted by Lightning AilmentsLightningAilment

ShockShock and ElectrocuteElectrocute are LightningLightning Ailments .
. Hitting such an enemy will cause your arrow to release a damaging shockwave and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, the arrow lodges into the ground as a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Rod. 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.
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.
from enemies it Hits , but not Electrocution .
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 .
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.
-charged arrow that homes in on enemies afflicted by Lightning AilmentsLightningAilment

ShockShock and ElectrocuteElectrocute are LightningLightning Ailments .
. Hitting such an enemy will cause your arrow to release a damaging shockwave and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, the arrow lodges into the ground as a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
Rod. 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.
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.
from enemies it Hits , but not Electrocution .

Projectile

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
  • 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.
    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.
    3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each 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.
    ProjectileProjectile

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

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    3 additional times on first hitting a Shocked or Electrocuted enemy, releasing a Shockwave on each 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.
  • Arrow duration is 20 secondsArrow duration is 20 seconds
  • Arrow disappears after being Chained to 8 timesArrow disappears after being Chained to 8 times
  • Maximum 10 active ArrowsMaximum 10 active Arrows
  • q20: (0 - 20) % more 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.
    Dmg
    (0 - 20) % more 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
  • Gemling: (0 - 20) % more Atk Speed(0 - 20) % more Attack Speed

Shockwave

Attack Damage
(140 - 507)%(140 - 507)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
  • Shockwave radius is 2.5 mShockwave radius is 2.5 metres

Snipe

  • Attack
  • AoE
  • Projectile
  • Cold
  • Channelling
  • Payoff
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(17.55 - 118.57) Mana/s(17.55 - 118.57) Mana per second
Attack Speed
45% of base45% of base
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
causes the arrow to explode on impact and 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.
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 .
on directly Hitting . Consuming 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 .
enhances the explosion.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
causes the arrow to explode on impact and 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.
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 .
on directly Hitting . Consuming 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 .
enhances the explosion.

Arrow

  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost

Explosion

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
  • Gemling: (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window (0 - 20) % more Atk Speed
    (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window (0 - 20) % more Attack Speed

Icy Blast

Attack Damage
(630 - 3067)%(630 - 3067)%
  • 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 .
    damage
    Converts 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 3 mExplosion radius is 3 metres
  • (31 - 50) % more damage with Hits for explosions originating from a Unique enemy(31 - 50) % more damage with Hits for explosions originating from a Unique enemy
  • q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
  • Gemling: (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window (0 - 20) % more Atk Speed
    (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window (0 - 20) % more Attack Speed

Spiral Volley

  • Attack
  • Projectile
  • Sustained
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(6 - 64) Mana(6 - 64) Mana
Attack Damage
(66 - 206)% of base(66 - 206)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Load your 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.
with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. 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.
Frenzy 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 cause the arrows to deal more damage and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to other targets. Each target can only be 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.
once.
Load your 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.
with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. 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.
Frenzy 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 cause the arrows to deal more damage and ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to other targets. Each target can only be 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.
once.

  • +0.4 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
    +0.4 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
  • 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 .
    25 Arrows
    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 .
    25 Arrows
  • 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.
    once per 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.
    Consumed
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    once per 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.
    Consumed
  • 30 % more Dmg per 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.
    Consumed
    30 % more Damage per 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.
    Consumed
  • 100 % more Dmg if 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.
    was Consumed
    100 % more Damage if 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.
    was Consumed
  • q20: 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.

Stormcaller Arrow

  • Attack
  • AoE
  • Projectile
  • Lightning
  • Duration
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7 - 50) Mana(7 - 50) Mana
Attack Speed
80% of base80% of base
Attack Damage
(20 - 62)% of base(20 - 62)% of base
Projectile Speed
54 m/s54 metres per Second

From: Bow (Ranger) T3

Req: Level 6+ | Skill 3+ | Dex 14+

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 .
an arrow that embeds where it lands for a short duration. At the end of the duration, 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.
Bolt strikes the arrow, disintegrating it and damaging enemies, with a high 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.
. Shocking any enemy with the Bolt also applies 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.
to all enemies near the impact.
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 .
an arrow that embeds where it lands for a short duration. At the end of the duration, 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.
Bolt strikes the arrow, disintegrating it and damaging enemies, with a high 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.
. Shocking any enemy with the Bolt also applies 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.
to all enemies near the impact.

Arrow

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Arrow duration is 1.5 secondsArrow duration is 1.5 seconds
  • q20: (0 - 30) % inc. 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.
    Dur.
    (0 - 30) % increased 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.
    Duration
  • 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 - 2) 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 - 2) 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.

Bolt

Attack Damage
(90 - 281)%(90 - 281)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • ShocksShock

    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 as though dealing 50 % more Dmg
    ShocksShock

    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 as though dealing 50 % more Damage
  • 500 % 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.
    500 % 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.
  • Arrow duration is 1.5 secondsArrow duration is 1.5 seconds
  • Impact radius is (1.5 - 2.4) mImpact radius is (1.5 - 2.4) metres

Tornado Shot

  • Attack
  • AoE
  • Projectile
  • Physical
  • Duration
  • Repeatable
  • Wind
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(13 - 88) Mana(13 - 88) Mana
Attack Speed
120% of base120% of base
Attack Damage
(50 - 156)% of base(50 - 156)% of base
Projectile Speed
21.73 m/s21.73 metres per Second

From: Bow (Ranger) T11

Req: Level 41+ | Skill 11+ | Dex 74+

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 .
a skyward shot that whips up a Tornado where it lands, dealing PhysicalPhysical

10% increased Physical Damage
damage over time and Hindering enemies standing in it. Arrows, thrown SpearsSpear

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.
and CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied 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.
. Copied 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 copied again, even by further Tornados.
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 .
a skyward shot that whips up a Tornado where it lands, dealing PhysicalPhysical

10% increased Physical Damage
damage over time and Hindering enemies standing in it. Arrows, thrown SpearsSpear

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.
and CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied 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.
. Copied 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 copied again, even by further Tornados.

Impact

  • Impact radius is 1 metreImpact radius is 1 metre

Tornado

  • Modifiers to 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.
    Dmg apply to this Skill's Dmg Over Time effect
    Modifiers to 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.
    Damage apply to this Skill's Damage Over Time effect
  • Tornado spits out 3 copies 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.
    fired into it
    Tornado spits out 3 copies 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.
    fired into it
  • Limit 1 TornadoLimit 1 Tornado
  • Copied 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.
    have a max travel distance of 6 m
    Copied 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.
    have a maximum travel distance of 6 metres
  • Deals (4.3 - 208.7) PhysicalPhysical

    10% increased Physical Damage
    damage per second
    Deals (4.3 - 208.7) PhysicalPhysical

    10% increased Physical Damage
    damage per second
  • Maximum Tornado duration is 15 secondsMaximum Tornado duration is 15 seconds
  • Copied 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.
    deal (41 - 60) % less damage
    Copied 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.
    deal (41 - 60) % less damage
  • q20: Copied 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.
    deal +(0 - 15) % more damage
    Copied 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.
    deal +(0 - 15) % more damage
  • Gemling: + (0 - 2) to Limit of Tornadoes+ (0 - 2) to Limit of Tornadoes

Toxic Domain

  • Buff
  • Attack
  • AoE
  • Physical
  • Chaos
  • Duration
  • Plant
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(24 - 106) Mana(24 - 106) Mana
Cooldown Time
11.00 s11.00 s
Attack Damage
(100 - 312)% of base(100 - 312)% of base

From: Bow (Ranger) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.

Toxic Bloom

  • Toxic Bloom duration is 8 secondsToxic Bloom duration is 8 seconds
  • Each enemy can have up to 1 Pustule attachedEach enemy can have up to 1 Pustule attached
  • Regenerate (5.67 - 41.67) life per secondRegenerate (5.67 - 41.67) life per second
  • Skill costs are inc. by 25 %Skill costs are increased by 25 %
  • 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.
    Hits attach a Pustule
    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.
    Hits attach a Pustule
  • q20: active skill base area of effect radius [0,3]active skill base area of effect radius [0,3]
  • Gemling: Effects of Toxic Bloom Linger on you for (0 - 2) secondsEffects of Toxic Bloom Linger on you for (0 - 2) seconds

Pustule Explosion

Attack Damage
(38 - 119)%(38 - 119)%
  • Always 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.
    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.
    Always PoisonsPoison

    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.
    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.
  • Pustule Detonates after 15 secondsPustule Detonates after 15 seconds
  • Pustules store expected damage of 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.
    inflicted on them
    Pustules store expected damage of PoisonsPoison

    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.
    inflicted on them
  • Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second
    Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second

Toxic Growth

  • Attack
  • AoE
  • Projectile
  • Chaos
  • Repeatable
  • Plant
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(14 - 98) Mana(14 - 98) Mana
Attack Damage
(20 - 62)% of base(20 - 62)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T5

Req: Level 14+ | Skill 5+ | Dex 28+

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 .
a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned , causing them to Detonate faster and more violently.
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 .
a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned , causing them to Detonate faster and more violently.

Pustules

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 15 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 15 seconds
  • Stored 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.
    grants up to 300 % more explosion Dmg
    Stored 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.
    grants up to 300 % more explosion Damage
  • Stored 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.
    adds up to 1.5 m to base explosion radius
    Stored 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.
    adds up to 1.5 metres to base explosion radius
  • 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 Pustules
    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 Pustules
  • Limit 5 pustulesLimit 5 pustules
  • q20: 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 - 1) Pustule Limit +(0 - 1) pustule
    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 - 1) Pustule Limit +(0 - 1) pustule
  • Gemling: (0 - 40) % inc. 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.
    Dur.
    (0 - 40) % increased 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.
    Duration

Explosion

Attack Damage
(32 - 100)%(32 - 100)%
  • Always 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.
    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.
    Always PoisonsPoison

    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.
    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.
  • Explosion radius is 0.8 mExplosion radius is 0.8 metres
  • Pustules store expected damage of 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.
    inflicted on them
    Pustules store expected damage of PoisonsPoison

    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.
    inflicted on them

Vine Arrow

  • Attack
  • AoE
  • Projectile
  • Chaos
  • Duration
  • Repeatable
  • Plant
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7 - 47) Mana(7 - 47) Mana
Attack Damage
(70 - 218)% of base(70 - 218)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Bow (Ranger) T3

Req: Level 6+ | Skill 3+ | Dex 14+

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 .
an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and 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.
over time. The plant can be Poisoned , causing it to deal more damage.
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 .
an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and 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.
over time. The plant can be Poisoned , causing it to deal more damage.

Impact

  • Limit (1 - 3) PlantLimit (1 - 3) Plant
  • Impact radius is 0.8 mImpact radius is 0.8 metres

Vines

  • 50 % more damage when Overgrown50 % more damage when Overgrown
  • Vines attach to enemies within a 2.4 metre radiusVines attach to enemies within a 2.4 metre radius
  • Vines SlowSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
    Vines SlowSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
  • Plant duration is 8 secondsPlant duration is 8 seconds
  • Poisoning the plant causes it to deal additional Chaos.DmgChaos_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.
    per second equal to 50 % of 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.
    Dmg per second
    Poisoning the plant causes it to deal additional 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.
    per second equal to 50 % of 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.
    Damage per second
  • 50 % more area of effect when Overgrown50 % more area of effect when Overgrown
  • Deals (5.6 - 271.3) 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.
    per second
    Deals (5.6 - 271.3) 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.
    per second
  • q20: Plant deals additional Chaos.DmgChaos_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.
    per second equal to (0 - 10) % of 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.
    Dmg per second
    Plant deals additional 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.
    per second equal to (0 - 10) % of 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.
    Damage per second
  • Gemling: (0 - 40) % more Skill Effect Dur.(0 - 40) % more Skill Effect Duration

Armour Breaker

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(5 - 38) Mana(5 - 38) Mana
Attack Speed
80% of base80% of base
Attack Damage
(50 - 181)% of base(50 - 181)% of base

From: Mace (Warrior) T3

Req: Level 6+ | Skill 3+ | Str 14+

StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.
StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
with a forceful blow, knocking enemies back and weakening their ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
.

  • Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Hits Break (3 - 4918) ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +0.2 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
    +0.2 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
  • Knocks Back EnemiesKnocks Back Enemies
  • 40 % more attack speed while Dual Wielding40 % more attack speed while Dual Wielding
  • q20: Break (0 - 20) % inc. 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.
    Break (0 - 20) % increased 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.

Boneshatter

  • Attack
  • AoE
  • Melee
  • Strike
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(9 - 60) Mana(9 - 60) Mana
Attack Speed
60% of base60% of base
Attack Damage
(100 - 312)% of base(100 - 312)% of base

From: Mace (Warrior) T1

Req: Skill 1+ | Str 4+

Attack enemies with a melee StrikeStrike

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

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
will cause a 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.
on enemies that are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
. Upon causing a 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.
it will also create a Shockwave, dealing a large amount of damage in an area.
Attack enemies with a melee StrikeStrike

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

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
will cause a 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.
on enemies that are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
. Upon causing a 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.
it will also create a Shockwave, dealing a large amount of damage in an area.

Initial Strike

  • +0.2 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
    +0.2 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
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Cannot cause StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    Cannot cause StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • q20: (0 - 20) % inc. Atk Speed(0 - 20) % increased Attack Speed
  • Gemling: Shockwave radius is (0 - 2) mShockwave radius is (0 - 2) metres

Shockwave

Attack Damage
(200 - 724)%(200 - 724)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Shockwave radius is 2 mShockwave radius is 2 metres
  • 50 % more damage with Hits for Shockwaves originating from a Unique enemy50 % more damage with Hits for Shockwaves originating from a Unique enemy

Mace Strike

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Perfect Strike

  • Attack
  • AoE
  • Melee
  • Strike
  • Fire
  • Channelling
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6.2 - 41.92) Mana/s(6.2 - 41.92) Mana per second
Attack Speed
30% of base30% of base
Attack Damage
(110 - 343)% of base(110 - 343)% of base

From: Mace (Warrior) T5

Req: Level 14+ | Skill 5+ | Str 28+

Channel to charge up your weapon with 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 .
. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
will create a damaging wave of intense 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 .
.
Channel to charge up your weapon with 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 .
. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
will create a damaging wave of intense 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 .
.

Normal Strikes

  • Converts 40 % 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 .
    damage
    Converts 40 % 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
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • q20: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude
  • Gemling: (0 - 40) % more Atk Speed(0 - 40) % more Attack Speed

Perfect Strike

Attack Damage
(363 - 1132)%(363 - 1132)%
  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • +3.5 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
    +3.5 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
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage

Earthquake

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(8 - 56) Mana(8 - 56) Mana
Attack Speed
75% of base75% of base
Attack Damage
(40 - 125)% of base(40 - 125)% of base

From: Mace (Warrior) T1

Req: Skill 1+ | Str 4+

Smash the ground, dealing damage in an area and leaving behind Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
that slows enemies. The Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
erupts in a powerful AftershockAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
after a duration. Cannot create Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
on top of an existing patch, or if you already have the maximum number of active patches.
Smash the ground, dealing damage in an area and leaving behind Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
that slows enemies. The Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
erupts in a powerful AftershockAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
after a duration. Cannot create Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
on top of an existing patch, or if you already have the maximum number of active patches.

Impact

  • 100 % inc. Magnitude of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    you create
    100 % increased Magnitude of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    you create
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius is 1.8 m
    Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius is 1.8 metres
  • Limit (2 - 4) Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    patches
    Limit (2 - 4) Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    patches
  • Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 4 seconds
    Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 4 seconds
  • q20: +(0 - 2) to Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    patch Limit
    +(0 - 2) to Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    patch Limit
  • Gemling: (0 - 40) % more Magnitude of Damaging Ailments inflicted(0 - 40) % more Magnitude of Damaging Ailments inflicted

Aftershock

Attack Damage
(184 - 666)%(184 - 666)%
  • 100 % inc. Magnitude of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    you create
    100 % increased Magnitude of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    you create
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is 1.8 m
    AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is 1.8 metres
  • AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is (0.6 - 1.2) m
    AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is (0.6 - 1.2) metres

Earthshatter

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(7 - 51) Mana(7 - 51) Mana
Attack Speed
80% of base80% of base
Attack Damage
(45 - 140)% of base(45 - 140)% of base

From: Mace (Warrior) T7

Req: Level 22+ | Skill 7+ | Str 41+

Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. 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.
performed near the spike will cause it to shatter, damaging surrounding enemies.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. 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.
performed near the spike will cause it to shatter, damaging surrounding enemies.

Slam

  • While Dual Wielding , both weapons hit with 30 % less attack speedWhile Dual Wielding , both weapons hit with 30 % less attack speed
  • Deals damage along the fissure's path and in a 1 metre radius around the emerging spikeDeals damage along the fissure's path and in a 1 metre radius around the emerging spike
  • Spike duration is 6 secondsSpike duration is 6 seconds
  • Limit 6 SpikesLimit 6 Spikes
  • q20: (0 - 6) % more Dmg with Hits for each Spike(0 - 6) % more Damage with Hits for each Spike
  • Gemling: (0 - 20) % chance to cause an additional AftershockAftershock

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

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

Explosion

Attack Damage
(140 - 507)%(140 - 507)%
  • While Dual Wielding , both weapons hit with 30 % less attack speedWhile Dual Wielding , both weapons hit with 30 % less attack speed
  • Explosion radius is 2 mExplosion radius is 2 metres

Forge Hammer

  • Attack
  • AoE
  • Melee
  • Slam
  • Fire
  • Duration
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(9 - 60) Mana(9 - 60) Mana
Cooldown Time
8.00 s8.00 s
Attack Speed
70% of base70% of base
Attack Damage
(185 - 577)% of base(185 - 577)% of base

From: Mace (Warrior) T9

Req: Level 31+ | Skill 9+ | Str 57+

Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using 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.
near the lodged hammer causes it to shatter, releasing a number of Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
in a spiral.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using 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.
near the lodged hammer causes it to shatter, releasing a number of Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
in a spiral.

Impact

  • Converts 30 % 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 .
    damage
    Converts 30 % 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
  • Creates 5 fissuresCreates 5 fissures
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • Hammer duration is 12 secondsHammer duration is 12 seconds
  • Cooldown does not recover while the hammer is lodgedCooldown does not recover while the hammer is lodged
  • 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: 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 - 20) % 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 .
    Dmg
    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 - 20) % 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

Fissures

Attack Damage
(75 - 198)%(75 - 198)%
  • 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 .
    damage
    Converts 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
  • Creates 5 fissuresCreates 5 fissures
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Cooldown does not recover during Buff effectCooldown does not recover during Buff effect
  • Fissure duration is 8 secondsFissure duration is 8 seconds
  • Limit 10 FissuresLimit 10 Fissures

Hidden

Attack Damage
(80 - 327)%(80 - 327)%
  • 70 % more Atk Speed70 % more Attack Speed
  • Converts 30 % 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 .
    damage
    Converts 30 % 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
  • Creates 5 fissuresCreates 5 fissures
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • Hammer duration is 12 secondsHammer duration is 12 seconds
  • Cooldown does not recover while the hammer is lodgedCooldown does not recover while the hammer is lodged

Hammer of the Gods

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
  • Conditional
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(10 - 73) Mana(10 - 73) Mana
Attack Speed
50% of base50% of base
Attack Damage
(580 - 1529)% of base(580 - 1529)% of base

From: Mace (Warrior) T13

Req: Level 52+ | Skill 13+ | Str 92+

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 Heavy Stunning enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
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 Heavy Stunning enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.

  • 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 Heavy Stunning an enemy
    Generates 100 % of Monster Power as GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    for this Skill on Heavy Stunning an enemy
  • Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Can't be EvadedCan't be Evaded
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 2.4 mImpact radius is 2.4 metres
  • Hammerfall duration is 2.5 secondsHammerfall duration is 2.5 seconds
  • q20: +(0 - 0.4) m to impact radius+(0 - 0.4) metres to impact radius

Leap Slam

  • Attack
  • AoE
  • Melee
  • Slam
  • Travel
  • Payoff
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(14 - 97) Mana(14 - 97) Mana
Attack Damage
(110 - 449)% of base(110 - 449)% of base

From: Mace (Warrior) T7

Req: Level 22+ | Skill 7+ | Str 41+

Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.

  • +0.65 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, plus up to +0.5 seconds based on distance travelled
    +0.65 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, plus up to +0.5 seconds based on distance travelled
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • (50 - 88) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    (50 - 88) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • 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.
    Fully Broken 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 enemies to cause 500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    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.
    Fully Broken 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 enemies to cause 500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • q20: (0 - 20) % more Dmg with Hits against Enemies with Fully Broken 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.
    (0 - 20) % more Damage with Hits against Enemies with Fully Broken 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.

Rolling Slam

  • Attack
  • AoE
  • Melee
  • Slam
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(14 - 96) Mana(14 - 96) Mana
Projectile Speed
32.6 m/s32.6 metres per Second

From: Mace (Warrior) T1

Req: Skill 1+ | Str 4+

Slam the ground to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
enemies and knock them away , then continue forward and perform a devastating second Slam .
Slam the ground to StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
enemies and knock them away , then continue forward and perform a devastating second Slam .

Rolling Slam

  • +1 second 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
    +1 second 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
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • q20: (0 - 100) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (0 - 100) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • Gemling: 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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt
    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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt

First Slam

Attack Damage
(75 - 272)%(75 - 272)%
  • +1 second 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
    +1 second 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
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • 50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Impact radius is 1.4 mImpact radius is 1.4 metres
  • q20: (0 - 100) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (0 - 100) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • Gemling: 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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt
    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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt

Second Slam

Attack Damage
(150 - 543)%(150 - 543)%
  • +1 second 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
    +1 second 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
  • 50 % more Dmg against Heavy Stunned Enemies50 % more Damage against Heavy Stunned Enemies
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • q20: (0 - 100) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (0 - 100) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • Gemling: 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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt
    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.
    equal to (0 - 40) % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt

Stampede

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
  • Travel
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(9 - 65) Mana(9 - 65) Mana
Attack Damage
(40 - 125)% of base(40 - 125)% of base

From: Mace (Warrior) T11

Req: Level 41+ | Skill 11+ | Str 74+

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.
forward, cracking the earth and leaving a patch of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
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.
forward, cracking the earth and leaving a patch of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.

Footsteps

  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 6 seconds
    Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 6 seconds
  • Impact and Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius are 1.2 m
    Impact and Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    radius are 1.2 metres
  • q20: (0 - 20) % chance to cause an additional AftershockAftershock

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

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
  • Gemling: (0 - 20) % more AoE(0 - 20) % more Area of Effect

Slam

Attack Damage
(120 - 374)%(120 - 374)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Impact radius is 3.2 mImpact radius is 3.2 metres

Explosion

Attack Damage
(40 - 40)%(40 - 40)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Explodes Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    within 3.2 metre radius of Slam and each patch of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    exploded
    Explodes Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    within 3.2 metre radius of Slam and each patch of Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    exploded

Sunder

  • Attack
  • AoE
  • Melee
  • Slam
  • Duration
  • Payoff
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(15 - 106) Mana(15 - 106) Mana
Attack Speed
40% of base40% of base
Attack Damage
(160 - 653)% of base(160 - 653)% of base

From: Mace (Warrior) T9

Req: Level 31+ | Skill 9+ | Str 57+

Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken 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.
applies Sundered ArmourSundered_Armour

Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken 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.
applies Sundered ArmourSundered_Armour

Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
, making it take additional increased PhysicalPhysical

10% increased Physical Damage
damage.

Wave

  • +0.2 m to wave length for each wave in the Sequence+0.2 metres to wave length for each wave in the Sequence
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Wave length is 0.9 mWave length is 0.9 metres
  • Wave causes Shockwaves from up to 7 Enemies in each AreaWave causes Shockwaves from up to 7 Enemies in each Area
  • Inflicts Sundered ArmourSundered_Armour

    Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
    on hitting Fully 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.
    Broken targets, causing 20 % additional inc. PhysicalPhysical

    10% increased Physical Damage
    damage taken
    Inflicts Sundered ArmourSundered_Armour

    Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
    on hitting Fully 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.
    Broken targets, causing 20 % additional increased PhysicalPhysical

    10% increased Physical Damage
    damage taken
  • Sundered ArmourSundered_Armour

    Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
    has 6 second duration, or until Fully Broken 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.
    is removed
    Sundered ArmourSundered_Armour

    Sundered ArmourArmour is a DebuffDebuff that can be applied to enemies with Fully Broken ArmourArmour that increases the PhysicalPhysical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken ArmourArmour . Unless otherwise specified, modifiers to Fully Broken ArmourArmour also apply to Sundered ArmourArmour. Enemies with Sundered ArmourArmour cannot get their ArmourArmour Broken further.
    has 6 second duration, or until Fully Broken 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.
    is removed
  • q20: (0 - 50) % reduced AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    penalty based on distance
    (0 - 50) % reduced AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    penalty based on distance
  • Gemling: (0 - 20) % more Atk Speed(0 - 20) % more Attack Speed

Shockwave

Attack Damage
(65 - 265)%(65 - 265)%
  • While Dual Wielding , both weapons hit with 30 % less damageWhile Dual Wielding , both weapons hit with 30 % less damage
  • Shockwave radius is 1.2 mShockwave radius is 1.2 metres

Supercharged Slam

  • Attack
  • AoE
  • Melee
  • Slam
  • Channelling
  • Staged
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(7.9 - 53.38) Mana/s(7.9 - 53.38) Mana per second
Attack Time
0.85 sec0.85 sec
Attack Damage
(70 - 254)% of base(70 - 254)% of base

From: Mace (Warrior) T11

Req: Level 41+ | Skill 11+ | Str 74+

Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
dealing damage in a larger area. This Skill has its own Attack time, which is not affected by your weapon's attack speed and cannot be modified.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by AftershocksAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
dealing damage in a larger area. This Skill has its own Attack time, which is not affected by your weapon's attack speed and cannot be modified.

Impact

  • Impact radius is 1.6 mImpact radius is 1.6 metres
  • 40 % more Dmg with Hits for each stage40 % more Damage with Hits for each stage
  • Maximum 3 Stages ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends 1 second after reaching max Stages Releases 1 AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    per Stage
    Maximum 3 Stages ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends 1 second after reaching maximum Stages Releases 1 AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    per Stage
  • q20: +(0 - 1) max Stage+(0 - 1) maximum Stage
  • Gemling: (0 - 300) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    (0 - 300) % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup

Aftershock

  • AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is 2.8 m
    AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    radius is 2.8 metres
  • Each successive aftershock gains +0.4 m to radius, up to 3 mEach successive aftershock gains +0.4 metres to radius, up to 3 metres
  • 40 % more damage with Hits for each stage40 % more damage with Hits for each stage

Volcanic Fissure

  • Attack
  • AoE
  • Melee
  • Slam
  • Sustained
  • Fire
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(6 - 41) Mana(6 - 41) Mana
Attack Speed
80% of base80% of base
Attack Damage
(63 - 166)% of base(63 - 166)% of base
Projectile Speed
6 m/s6 metres per Second

From: Mace (Warrior) T7

Req: Level 22+ | Skill 7+ | Str 41+

Slam the ground, creating a branching Molten FissureMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
that deals damage as it travels and remains for a duration. Using a different Slam on a Molten FissureMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
creates a spreading AftershockAftershock

Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
.
Slam the ground, creating a branching Molten FissureMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
that deals damage as it travels and remains for a duration. Using a different Slam on a Molten FissureMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
creates a spreading AftershockAftershock

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

  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • While Dual Wielding , both weapons hit with 30 % less attack speedWhile Dual Wielding , both weapons hit with 30 % less attack speed
  • Fissures branch 2 timesFissures branch 2 times
  • Fissure duration is 12 secondsFissure duration is 12 seconds
  • Limit 8 FissuresLimit 8 Fissures
  • q20: (0 - 20) % chance to cause an additional AftershockAftershock

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

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

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

Molten Blast

  • Attack
  • AoE
  • Projectile
  • Fire
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6 - 40) Mana(6 - 40) Mana
Attack Speed
75% of base75% of base
Attack Damage
(65 - 265)% of base(65 - 265)% of base
Projectile Speed
16 m/s16 metres per Second

From: Mace (Warrior) T5

Req: Level 14+ | Skill 5+ | Str 28+

Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Gouge molten rock from the ground and fling it at the target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.

Projectile

  • Converts 60 % 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 .
    damage
    Converts 60 % 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
  • Inflicts 200 % more Flammability MagnitudeInflicts 200 % more Flammability Magnitude
  • 100 % more 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.
    duration
    100 % more 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.
    duration
  • While Dual Wielding , fires twice as many 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.
    with 15 % less attack speed
    While Dual Wielding , fires twice as many ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    with 15 % less attack speed
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • q20: (0 - 30) % chance to inflict ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    (0 - 30) % chance to inflict ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • 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 - 2) 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 - 2) 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.

Shrapnel

Attack Damage
(65 - 265)%(65 - 265)%
  • 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 .
    damage
    Converts 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
  • 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 modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • Inflicts 200 % more Flammability MagnitudeInflicts 200 % more Flammability Magnitude
  • 100 % more 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.
    duration
    100 % more 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.
    duration
  • 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 .
    8 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 .
    8 ProjectilesProjectile

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

Axe Slash

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Sword Slash

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Dagger Stab

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Claw Stab

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Flail Strike

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

Barrage

  • Spell
  • Buff
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(11 - 51) Mana(11 - 51) Mana
Cooldown Time
2.00 s2.00 s
Cast Time
0.70 sec0.70 sec

From: Bow (Ranger) T5 · Spear (Huntress) T5

Req: Level 14+ | Skill 5+ | Dex 28+

Ready a volley of arrows or spears, 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.
Attack to RepeatRepeat

Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill. Triggered skillsTriggered_Skills, Instant skills, and ChannellingChannelling skills cannot Repeat. Skills take 5% longer to perform for each time they Repeat.
multiple times. 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.
your Frenzy 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.
on use to add additional repeats.
Ready a volley of arrows or spears, 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.
Attack to RepeatRepeat

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

  • EmpoweredEmpowered

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

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

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

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

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

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

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

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
  • Maximum Buff duration is 5 secondsMaximum Buff duration is 5 seconds
  • q20: RepeatsRepeat

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

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

Blood Hunt

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Payoff
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(5 - 36) Mana(5 - 36) Mana
Attack Damage
(50 - 243)% of base(50 - 243)% of base

From: Spear (Huntress) T7

Req: Level 22+ | Skill 7+ | Dex 41+

Lunge at a target and skewers them. Hitting an enemy that has suffered Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a blood explosion and also ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
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.
. This skill cannot be Ancestrally Boosted .
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a blood explosion and also ConsumeConsume

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
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.
. This skill cannot be Ancestrally Boosted .

Dash

  • +0.15 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
    +0.15 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

Explosion

Attack Damage
(100 - 487)%(100 - 487)%
  • Explosion radius is 1.3 mExplosion radius is 1.3 metres
  • Enemies lose Life equal to 25 % of Consumed Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Enemies lose Life equal to 25 % of Consumed Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
  • 10 % more area of effect per Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed , up to 500%
    10 % more area of effect per Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed , up to 500%
  • % more area of effect per (1 - 381) Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed , up to 500%
    % more area of effect per (1 - 381) Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Consumed , up to 500%
  • q20: +(0 - 0.4) m to explosion radius+(0 - 0.4) metres to explosion radius
  • Gemling: Enemies lose Life equal to + (0 - 4) % of Consumed Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    Enemies lose Life equal to + (0 - 4) % of Consumed Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.

Cull The Weak

  • Attack
  • AoE
  • Melee
  • Strike
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(6 - 42) Mana(6 - 42) Mana
Attack Speed
75% of base75% of base
Attack Damage
(90 - 281)% of base(90 - 281)% of base

From: Spear (Huntress) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you 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.
, with higher RarityRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional 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.
. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you 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.
, with higher RarityRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional 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.
. Enemies around you that can be Culled will be highlighted.

  • Culling StrikeCulling_Strike

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

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
  • Can't be EvadedCan't be Evaded
  • Normal and Magic monsters grant 1 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.
    Rare monsters grant 2 Frenzy 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.
    Unique monsters grant 3 Frenzy 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.
    Normal and Magic monsters grant 1 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.
    Rare monsters grant 2 Frenzy 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.
    Unique monsters grant 3 Frenzy 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.
  • q20: (0 - 20) % chance to gain an additional 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.
    (0 - 20) % chance to gain an additional 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.

Disengage

  • Attack
  • AoE
  • Melee
  • Strike
  • Travel
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(5 - 36) Mana(5 - 36) Mana
Cooldown Time
1.50 s1.50 s
Attack Damage
(85 - 308)% of base(85 - 308)% of base

From: Spear (Huntress) T1

Req: Skill 1+ | Dex 4+

Jump back as you rupture the earth in front of you with spearpoints, damaging 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.
the Parried DebuffParriedDebuff

Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
on Hitting enemies to release a shockwave and grant you 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.
. This skill can be used while using other skills, and causes StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and 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.
to miss you while jumping. This skill cannot be Ancestrally Boosted .
Jump back as you rupture the earth in front of you with spearpoints, damaging 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.
the Parried DebuffParriedDebuff

Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
on Hitting enemies to release a shockwave and grant you 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.
. This skill can be used while using other skills, and causes StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
and 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.
to miss you while jumping. This skill cannot be Ancestrally Boosted .

Initial Strike

  • +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
  • +2.5 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
    +2.5 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
  • q20: (0 - 20) % chance for an additional Shockwave(0 - 20) % chance for an additional Shockwave
  • Gemling: +(0 - 1) 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 - 1) 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

Shockwave

Attack Damage
(120 - 490)%(120 - 490)%
  • Shockwave radius is 2 mShockwave radius is 2 metres

Elemental Sundering

  • Attack
  • AoE
  • Melee
  • Lightning
  • Cold
  • Fire
  • Nova
  • Payoff
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(7 - 50) Mana(7 - 50) Mana
Attack Speed
55% of base55% of base

From: Spear (Huntress) T11

Req: Level 41+ | Skill 11+ | Dex 74+

Plunge your 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.
into the ground to emit a pulse that 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.
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.
and 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.
on a number of nearby enemies, AlliesAllies

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

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Plunge your 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.
into the ground to emit a pulse that 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.
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.
and 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.
on a number of nearby enemies, AlliesAllies

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

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.

Pulse

  • Pulse radius is 5 mPulse radius is 5 metres
  • 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.
    up to 20 Ailments
    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.
    up to 20 Ailments
  • q20: +(0 - 0.2) m to Pulse radius+(0 - 0.2) metres to Pulse radius
  • Gemling: (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

Cold

Attack Damage
(350 - 1429)%(350 - 1429)%
  • 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 .
    damage
    Converts 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
  • Cannot inflict 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.
    Cannot inflict 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.
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • 50 % more damage with Hits for pulses originating from a Unique enemy50 % more damage with Hits for pulses originating from a Unique enemy

Fire

Attack Damage
(125 - 510)%(125 - 510)%
  • 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 .
    damage
    Converts 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
  • Cannot inflict 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.
    Cannot inflict 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.
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres

Lightning

Attack Damage
(140 - 572)%(140 - 572)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cannot inflict 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.
    Cannot inflict 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.
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres

Explosive Spear

  • Attack
  • AoE
  • Projectile
  • Fire
  • Duration
  • Detonator
  • Repeatable
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(5 - 34) Mana(5 - 34) Mana
Attack Speed
80% of base80% of base
Attack Damage
(50 - 156)% of base(50 - 156)% of base
Projectile Speed
30 m/s30 metres per Second

From: Spear (Huntress) T1

Req: Skill 1+ | Dex 4+

Hurl a single payload 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.
that pierces through enemies and lodges in terrain where it lands. The 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.
will explode at the end of its Detonation TimeDetonation_Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if Detonated . 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 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.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited_Ground

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

Spears are One-Handed 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.
that pierces through enemies and lodges in terrain where it lands. The 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.
will explode at the end of its Detonation TimeDetonation_Time

Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
or if Detonated . 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 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.
if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited GroundIgnited_Ground

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

Spear

  • Detonation TimeDetonation_Time

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

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • Converts 60 % 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 .
    damage
    Converts 60 % 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
  • 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 modified
    Number of ProjectilesProjectile

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

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • Limit (1 - 3) lodged 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.
    Limit (1 - 3) lodged 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.

Explosion

Attack Damage
(135 - 489)%(135 - 489)%
  • 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 .
    damage
    Converts 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
  • Explosion radius is 2.8 mExplosion radius is 2.8 metres
  • q20: +(0 - 0.4) m to Explosion radius+(0 - 0.4) metres to Explosion radius
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Frenzy-Charged

Attack Damage
(200 - 724)%(200 - 724)%
  • 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 .
    damage
    Converts 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
  • 100 % inc. 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.
    Magnitude
    100 % increased 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.
    Magnitude
  • Explosion width is 1.5 mExplosion width is 1.5 metres
  • Ignited GroundIgnited_Ground

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

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

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

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

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

    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 as though dealing the explosion's damage
    Ignited GroundIgnited_Ground

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

    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 as though dealing the explosion's damage
  • Explosion length is (4 - 5.9) mExplosion length is (4 - 5.9) metres
  • q20: +(0 - 0.4) m to Explosion length+(0 - 0.4) metres to Explosion length
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Fangs of Frost

  • Attack
  • AoE
  • Melee
  • Strike
  • Cold
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(4 - 32) Mana(4 - 32) Mana
Attack Speed
85% of base85% of base
Attack Damage
(95 - 296)% of base(95 - 296)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Spear (Huntress) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target 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.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled_Ground

Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target 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.
the DebuffDebuff

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
to cause an explosion of frost and leave Chilled GroundChilled_Ground

Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
.

Stab

  • 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 .
    damage
    Converts 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • +0.4 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
    +0.4 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • q20: (0 - 15) % chance to not consume Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    (0 - 15) % chance to not consume Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
  • Gemling: +(0 - 1) 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 - 1) 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

Explosion

Attack Damage
(110 - 449)%(110 - 449)%
  • 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 .
    damage
    Converts 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 and Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    radius are 2.2 m
    Explosion and Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    radius are 2.2 metres
  • (100 - 157) % 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
    (100 - 157) % 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
  • (100 - 157) % 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
    (100 - 157) % 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

Glacial Lance

  • Attack
  • AoE
  • Projectile
  • Cold
  • Duration
  • Repeatable
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(8 - 55) Mana(8 - 55) Mana
Attack Speed
60% of base60% of base
Attack Damage
(130 - 405)% of base(130 - 405)% of base
Projectile Speed
32.5 m/s32.5 metres per Second

From: Spear (Huntress) T7

Req: Level 22+ | Skill 7+ | Dex 41+

Throw a single Piercing lance that leaves icy fragments in its wake. The fragments 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.
nearby 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 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.
if possible to cause the glacial fragments created by the first ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
to explode outwards after a short duration, peppering enemies with shrapnel.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments 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.
nearby 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 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.
if possible to cause the glacial fragments created by the first ProjectileProjectile

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

Spear

  • 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 .
    damage
    Converts 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 modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • (100 - 157) % 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
    (100 - 157) % 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

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

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

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Split
  • Frenzy-Charged fragment duration is 1 secondFrenzy-Charged fragment duration is 1 second
  • q20: active skill base area of effect radius [0,4]active skill base area of effect radius [0,4]
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Explosion

Attack Damage
(185 - 670)%(185 - 670)%
  • 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 .
    damage
    Converts 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
  • 50 % 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
    50 % 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
  • 50 % 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
    50 % 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
  • Explosion length is 2.6 mExplosion length is 2.6 metres

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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    50 % more ProjectileProjectile

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

Lightning Spear

  • Attack
  • AoE
  • Projectile
  • Lightning
  • Repeatable
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(6 - 46) Mana(6 - 46) Mana
Attack Speed
60% of base60% of base
Attack Damage
(110 - 343)% of base(110 - 343)% of base
Projectile Speed
30 m/s30 metres per Second

From: Spear (Huntress) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt 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.
at multiple other enemies within a large area around it. 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 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.
if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt 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.
at multiple other enemies within a large area around it. 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 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.
if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.

Spear

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 100 % 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.
    100 % 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.
  • 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 .
    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 .
    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.
    can Split from hitting terrain
    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.
    can Split from hitting terrain
  • 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 Fork
    ProjectilesProjectile

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

    ProjProjectile that Pierce can pass through a target while still damaging them.
    , Fork , ChainChain

    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.
    or Return Modifiers to the 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.
    fired only affect the max number of lightning bolt 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.
    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.
    cannot PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    , Fork , 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.
    or Return Modifiers to the 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.
    fired only affect the maximum number of lightning bolt 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.
  • Splits towards 3 targets when Consuming 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.
    Splits towards 3 targets when Consuming 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.

Lightning Bolts

Attack Damage
(75 - 234)%(75 - 234)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
  • 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.
  • 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 .
    lightning bolts at targets within 5 metre radius
    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 .
    lightning bolts at targets within 5 metre radius
  • q20: 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 - 2) bolts
    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 - 2) bolts
  • Gemling: Benefits from consuming 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.
    have (0 - 20) % chance to be doubled
    Benefits from consuming 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.
    have (0 - 20) % chance to be doubled

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

Primal Strikes

  • Attack
  • AoE
  • Melee
  • Strike
  • Lightning
  • Payoff
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(5 - 38) Mana(5 - 38) Mana
Attack Speed
80% of base80% of base
Attack Damage
(80 - 250)% of base(80 - 250)% of base

From: Spear (Huntress) T9

Req: Level 31+ | Skill 9+ | Dex 57+

Perform 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.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a Shocked enemy and refresh 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.
duration. The third attack is a large swipe that inflicts Elemental ExposureExposure

Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
, and can ConsumeConsume

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

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
to conjure a stampede of spirits.
Perform 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.
-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
a Shocked enemy and refresh 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.
duration. The third attack is a large swipe that inflicts Elemental ExposureExposure

Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
, and can ConsumeConsume

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

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
to conjure a stampede of spirits.

Normal Strikes

  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.5 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
    +0.5 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
  • q20: (0 - 20) % inc. Atk Speed(0 - 20) % increased Attack Speed
  • Gemling: (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

Hidden

  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +1.5 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
    +1.5 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

Final Strike

Attack Damage
(100 - 312)%(100 - 312)%
  • Inflict Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering 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.
    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.
    by 50 %
    Inflict Elemental ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    , lowering 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.
    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.
    by 50 %
  • 35 % less Atk Speed35 % less Attack Speed
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.5 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
    +0.5 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
  • 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.
    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.
    on HitHit

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

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

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from 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.
    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.
  • +(1 - 1.5) 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
    +(1 - 1.5) 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

Spirits

Attack Damage
(120 - 435)%(120 - 435)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 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.
    length is 8.6 m
    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.
    length is 8.6 metres
  • 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.
    width is 1.8 m
    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.
    width is 1.8 metres

Rake

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(6 - 40) Mana(6 - 40) Mana
Attack Damage
(50 - 181)% of base(50 - 181)% of base

From: Spear (Huntress) T3

Req: Level 6+ | Skill 3+ | Dex 14+

Dash towards an enemy and perform a lacerating slash, inflicting 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.
on all enemies struck.
Dash towards an enemy and perform a lacerating slash, inflicting 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.
on all enemies struck.

  • +0.4 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
    +0.4 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 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
    +0.2 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
  • 100 % more Magnitude of 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.
    inflicted
    100 % more Magnitude of 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.
    inflicted
  • Deals up to 100 % more Dmg, based on the distance travelledDeals up to 100 % more Damage, based on the distance travelled
  • Inflicts 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.
    on HitHit

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

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
    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: base additional damage from distance +% final [0,30]base additional damage from distance +% final [0,30]

Rapid Assault

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(10 - 69) Mana(10 - 69) Mana
Attack Speed
40% of base40% of base
Attack Damage
(25 - 78)% of base(25 - 78)% of base

From: Spear (Huntress) T5

Req: Level 14+ | Skill 5+ | Dex 28+

Perform a series of six rapid stabs. The final stab inflicts 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.
and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator SkillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Perform a series of six rapid stabs. The final stab inflicts BleedingBleeding

Bleeding is an Ailment that deals 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.
and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator SkillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.

Normal Strikes

  • +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

Final Strike

Attack Damage
(100 - 312)%(100 - 312)%
  • Limit 5 Spearheads stuck in each TargetLimit 5 Spearheads stuck in each Target
  • +1.2 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
    +1.2 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
  • Inflicts 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.
    on HitHit

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

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
    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.
  • Knocks Back EnemiesKnocks Back Enemies
  • Spearhead duration is 30 secondsSpearhead duration is 30 seconds
  • q20: (0 - 20) % chance to leave an additional spearhead in the target(0 - 20) % chance to leave an additional spearhead in the target
  • Gemling: (0 - 40) % more Magnitude of 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.
    inflicted
    (0 - 40) % more Magnitude of 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.
    inflicted

Explosion

Attack Damage
(175 - 546)%(175 - 546)%
  • Inflicts 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.
    on HitHit

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

    Bleeding is an Ailment that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy 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.
    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.
  • Explosion radius is 2.4 mExplosion radius is 2.4 metres

Spear of Solaris

  • Attack
  • AoE
  • Projectile
  • Sustained
  • Fire
  • Conditional
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(13 - 91) Mana(13 - 91) Mana
Attack Damage
(150 - 612)% of base(150 - 612)% of base

From: Spear (Huntress) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Build GloryGlory

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

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. 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.
on enemies. When you have maximum GloryGlory

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

Spears are One-Handed 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.
in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited GroundIgnited_Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Modifiers to number of 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.
fired do not apply to this skill.
Build GloryGlory

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

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. 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.
on enemies. When you have maximum GloryGlory

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

Spears are One-Handed 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.
in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited GroundIgnited_Ground

Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
. Modifiers to number of 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.
fired do not apply to this skill.

Impact

  • Converts 75 % 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 .
    damage
    Converts 75 % 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
  • +1.4 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
    +1.4 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
  • Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Can't be EvadedCan't be Evaded
  • Impact radius is 2 mImpact radius is 2 metres
  • q20: (0 - 25) % chance to retain 40% of GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    on use
    (0 - 25) % chance to retain 40% of GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    on use
  • Gemling: Deals (0 - 20) % 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
    Deals (0 - 20) % 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

Pulse

Attack Damage
(27 - 110)%(27 - 110)%
  • Ground spear pulses every 0.2 seconds, up to 20 timesGround spear pulses every 0.2 seconds, up to 20 times
  • Converts 75 % 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 .
    damage
    Converts 75 % 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
  • Pulse radius is 2 mPulse radius is 2 metres

Ignited Ground

Attack Damage
(350 - 1429)%(350 - 1429)%
  • 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 .
    damage
    Converts 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
  • Ignited GroundIgnited_Ground

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

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    radius is 2 metres
  • 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.
    Radius over the Ground 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.
    's lifetime, up to 100 % more at the end of the 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.
    's lifetime
    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.
    Radius over the Ground 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.
    's lifetime, up to 100 % more at the end of the 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.
    's lifetime

Spear Stab

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

  • +0.4 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
    +0.4 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

Spear Throw

  • Attack
  • AoE
  • Projectile
  • Repeatable
Level
(1 - 20)(1 - 20)
Attack Speed
70% of base70% of base
Attack Damage
(125 - 390)% of base(125 - 390)% of base
Projectile Speed
37 m/s37 metres per Second

From: Spears

Req: Level 1+

Hurl your 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.
with force. 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 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.
if you have one to cause the 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.
to explode at the end of its flight.
Hurl your 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.
with force. 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 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.
if you have one to cause the 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.
to explode at the end of its flight.

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Spearfield

  • Attack
  • AoE
  • Melee
  • Sustained
  • Duration
  • Hazard
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(5 - 39) Mana(5 - 39) Mana
Attack Speed
70% of base70% of base

From: Spear (Huntress) T5

Req: Level 14+ | Skill 5+ | Dex 28+

Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.

Spearfield

  • Creates 1 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.
    per 0.2 m of Radius
    Creates 1 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.
    per 0.2 metres of Radius
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • SpearsSpear

    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.
    emerge within a (4 - 6.9) metre length cone
    SpearsSpear

    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.
    emerge within a (4 - 6.9) metre length cone
  • 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.
    duration is 10 seconds
    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.
    duration is 10 seconds
  • Maximum 70 active spearsMaximum 70 active spears
  • q20: Hazards created by this Skill have (0 - 10) % chance to rearm after they are triggeredHazards created by this Skill have (0 - 10) % chance to rearm after they are triggered
  • Gemling: (0 - 20) % more Atk Speed(0 - 20) % more Attack Speed

Explosion

Attack Damage
(50 - 204)%(50 - 204)%
  • 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.
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • MaimsMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    from this Skill SlowSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    an additional 10 %
    MaimsMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    from this Skill SlowSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    an additional 10 %
  • Explosion radius is 0.6 mExplosion radius is 0.6 metres

Storm Lance

  • Attack
  • AoE
  • Projectile
  • Sustained
  • Lightning
  • Duration
  • Repeatable
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6 - 46) Mana(6 - 46) Mana
Attack Speed
60% of base60% of base
Attack Damage
(60 - 187)% of base(60 - 187)% of base
Projectile Speed
30 m/s30 metres per Second

From: Spear (Huntress) T5

Req: Level 14+ | Skill 5+ | Dex 28+

Throw an electrified 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.
that lodges in the ground and periodically zaps nearby enemies with 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.
bolts. If the 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.
is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. 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 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.
if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
on Detonation.
Throw an electrified 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.
that lodges in the ground and periodically zaps nearby enemies with 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.
bolts. If the 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.
is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. 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 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.
if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
on Detonation.

Projectile

  • Converts 30 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 30 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • 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 .
    +1 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 .
    +1 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.

Frenzy-Charged

Attack Damage
(25 - 91)%(25 - 91)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    +1 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 .
    +1 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.
  • 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 .
    bolts at enemies within a 3 metre radius
    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 .
    bolts at enemies within a 3 metre radius
  • Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
    Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    duration is 8 seconds
  • Lodged spear duration is 1.5 secondsLodged spear duration is 1.5 seconds
  • 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 .
    a bolt every 0.2 seconds
    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 .
    a bolt every 0.2 seconds
  • q20: base number of overcharged spears allowed [0,1]base number of overcharged spears allowed [0,1]
  • 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 - 2) 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 - 2) 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.

Lodged Spear

Attack Damage
(25 - 91)%(25 - 91)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    +1 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 .
    +1 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.
  • 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 .
    bolts at enemies within a 2 metre radius
    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 .
    bolts at enemies within a 2 metre radius
  • Limit 3 lodged spearsLimit 3 lodged spears
  • Lodged spear duration is 6 secondsLodged spear duration is 6 seconds
  • 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 .
    a bolt every 0.8 seconds
    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 .
    a bolt every 0.8 seconds
  • Bolts ChainChain

    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.
    to (4 - 6) enemies
    Bolts 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 (4 - 6) enemies
  • q20: Limit (0 - 1) lodged spearLimit (0 - 1) lodged spear
  • 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 - 2) 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 - 2) 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.

Detonation

Attack Damage
(130 - 405)%(130 - 405)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    +1 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 .
    +1 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.
  • 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 .
    bolts at enemies within a 3 metre radius
    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 .
    bolts at enemies within a 3 metre radius
  • 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 .
    16 bolts
    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 .
    16 bolts

Thunderous Leap

  • Attack
  • AoE
  • Melee
  • Slam
  • Lightning
  • Detonator
  • Travel
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(11 - 76) Mana(11 - 76) Mana
Attack Damage
(110 - 449)% of base(110 - 449)% of base

From: Spear (Huntress) T9

Req: Level 31+ | Skill 9+ | Dex 57+

Leap into the air and plunge your 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.
into the ground at the target location, emitting 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.
-charged shockwave.
Leap into the air and plunge your 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.
into the ground at the target location, emitting 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.
-charged shockwave.

  • Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +1.1 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
    +1.1 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
  • 100 % 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.
    100 % 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.
  • Shockwave radius is 2.5 mShockwave radius is 2.5 metres
  • q20: (0 - 30) % chance to leave Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    when Detonating SpearsSpear

    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.
    (0 - 30) % chance to leave Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    when Detonating SpearsSpear

    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.

Toxic Domain

  • Buff
  • Attack
  • AoE
  • Physical
  • Chaos
  • Duration
  • Plant
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(24 - 106) Mana(24 - 106) Mana
Cooldown Time
11.00 s11.00 s
Attack Damage
(100 - 312)% of base(100 - 312)% of base

From: Bow (Ranger) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.

Toxic Bloom

  • Toxic Bloom duration is 8 secondsToxic Bloom duration is 8 seconds
  • Each enemy can have up to 1 Pustule attachedEach enemy can have up to 1 Pustule attached
  • Regenerate (5.67 - 41.67) life per secondRegenerate (5.67 - 41.67) life per second
  • Skill costs are inc. by 25 %Skill costs are increased by 25 %
  • 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.
    Hits attach a Pustule
    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.
    Hits attach a Pustule
  • q20: active skill base area of effect radius [0,3]active skill base area of effect radius [0,3]
  • Gemling: Effects of Toxic Bloom Linger on you for (0 - 2) secondsEffects of Toxic Bloom Linger on you for (0 - 2) seconds

Pustule Explosion

Attack Damage
(38 - 119)%(38 - 119)%
  • Always 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.
    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.
    Always PoisonsPoison

    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.
    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.
  • Pustule Detonates after 15 secondsPustule Detonates after 15 seconds
  • Pustules store expected damage of 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.
    inflicted on them
    Pustules store expected damage of PoisonsPoison

    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.
    inflicted on them
  • Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second
    Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second

Twister

  • Attack
  • AoE
  • Projectile
  • Duration
  • Repeatable
  • Wind
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(4 - 32) Mana(4 - 32) Mana
Attack Speed
80% of base80% of base
Attack Damage
(80 - 232)% of base(80 - 232)% of base
Projectile Speed
7.5 m/s7.5 metres per Second

From: Spear (Huntress) T1

Req: Skill 1+ | Dex 4+

Whip up a twister with a flick of your 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.
. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
from your other skills, it 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.
the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
to create additional twisters that deal more damage. Passing over Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surfaces or Consuming an elemental WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
will grant twisters extra damage of that element.
Whip up a twister with a flick of your 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.
. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
from your other skills, it 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.
the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
to create additional twisters that deal more damage. Passing over Elemental GroundElementalGround

Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
Surfaces or Consuming an elemental WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
will grant twisters extra damage of that element.

  • BlindsBlind

    Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
    BlindsBlind

    Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • Twister radius is 0.5 mTwister radius is 0.5 metres
  • Twister duration is 3 secondsTwister duration is 3 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.
    WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    to create an additional twister and deal 80 % more damage per WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    stage
    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.
    WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    to create an additional twister and deal 80 % more damage per WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    stage
  • Elemental twisters 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.
    50 % of damage as damage of the corresponding Type
    Elemental twisters 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.
    50 % of damage as damage of the corresponding Type
  • Twisters 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
    Twisters 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 - 20) % chance for an additional twister(0 - 20) % chance for an additional twister

Whirling Slash

  • Attack
  • AoE
  • Melee
  • Strike
  • Staged
  • Wind
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(5 - 39) Mana(5 - 39) Mana
Attack Speed
70% of base70% of base
Attack Damage
(70 - 218)% of base(70 - 218)% of base

From: Spear (Huntress) T1

Req: Skill 1+ | Dex 4+

Perform a circular slash that kicks up a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when HitHit .
.
Perform a circular slash that kicks up a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when HitHit .
.

Melee

  • Knocks Back EnemiesKnocks Back Enemies

Whirlwind

Attack Damage
(60 - 217)%(60 - 217)%
  • Knocks Back EnemiesKnocks Back Enemies
  • SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30 %
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30 %
  • Maximum 3 stagesMaximum 3 stages
  • Collapse deals 150 % more damage per additional stageCollapse deals 150 % more damage per additional stage
  • 10 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    distance per stage
    10 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    distance per stage
  • WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 m
    WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
  • +0.3 m to Radius per additional stage+0.3 m to Radius per additional stage
  • Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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.
    50 % of damage as damage of the corresponding Type
    Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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.
    50 % of damage as damage of the corresponding Type
  • q20: Collapse deals +(0 - 40) % more damage per additional stageCollapse deals +(0 - 40) % more damage per additional stage
  • Gemling: (0 - 10) % more Atk Speed(0 - 10) % more Attack Speed

Whirlwind Lance

  • Attack
  • AoE
  • Projectile
  • Duration
  • Repeatable
  • Wind
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(6 - 46) Mana(6 - 46) Mana
Attack Speed
60% of base60% of base
Attack Damage
(110 - 343)% of base(110 - 343)% of base
Projectile Speed
30 m/s30 metres per Second

From: Spear (Huntress) T11

Req: Level 41+ | Skill 11+ | Dex 74+

Throw a 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.
with enough force to kick up a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
where it lands, Slowing enemies and Blinding them in its area of effect. Entering the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
collapses it, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when HitHit .
. 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 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.
if possible to create the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
with one more than its normal maximum number of stages.
Throw a SpearSpear

Spears are One-Handed 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.
with enough force to kick up a WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
where it lands, Slowing enemies and Blinding them in its area of effect. Entering the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
collapses it, dealing damage and causing KnockbackKnockback

Knockback pushes Enemies away when HitHit .
. 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 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.
if possible to create the WhirlwindWhirlwind

Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
with one more than its normal maximum number of stages.

Whirlwind

Attack Damage
(60 - 217)%(60 - 217)%
  • Knocks Back EnemiesKnocks Back Enemies
  • SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30 %
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 30 %
  • Maximum 3 stagesMaximum 3 stages
  • Collapse deals 150 % more damage per additional stageCollapse deals 150 % more damage per additional stage
  • 10 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    distance per stage
    10 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    distance per stage
  • Collapse deals 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.
    damage
    Collapse deals 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.
    damage
  • WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 m
    WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    radius is 1.8 metres
  • WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    duration is 15 seconds
    WhirlwindWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    duration is 15 seconds
  • +0.3 m to Radius per additional stage+0.3 m to Radius per additional stage
  • Limit 6 WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    Limit 6 WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
  • Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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.
    50 % of damage as damage of the corresponding Type
    Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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.
    50 % of damage as damage of the corresponding Type
  • q20: Collapse deals +(0 - 40) % more damage per additional stageCollapse deals +(0 - 40) % more damage per additional stage
  • Gemling: Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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 - 50) % of damage as damage of the corresponding Type
    Elemental WhirlwindsWhirlwind

    Whirlwinds BlindBlind and SlowSlow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals MeleeMelee damage. Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging. A Whirlwind that overlaps an allied Elemental GroundElementalGround Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind for 8 seconds.
    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 - 50) % of damage as damage of the corresponding Type

Wind Serpent's Fury

  • Attack
  • AoE
  • Melee
  • Sustained
  • Conditional
  • Wind
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(10 - 69) Mana(10 - 69) Mana
Attack Speed
40% of base40% of base
Attack Damage
(165 - 598)% of base(165 - 598)% of base

From: Spear (Huntress) T13

Req: Level 52+ | Skill 13+ | Dex 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.
all Frenzy 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 perform a gigantic spear thrust that Knocks Back enemies. For each 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.
consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
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.
all Frenzy 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 perform a gigantic spear thrust that Knocks Back enemies. For each 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.
consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.

Thrust

  • 200 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance against Unique Enemies
    200 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance against Unique Enemies
  • Knocks Back EnemiesKnocks Back Enemies
  • Thrust length is 10 mThrust length is 10 metres
  • Thrust width is 1.7 mThrust width is 1.7 metres
  • Requires 1 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.
    to use
    Requires 1 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.
    to use
  • q20: (0 - 30) % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
    (0 - 30) % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
  • Gemling: 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 - 20) % of Dmg as Extra Chaos.DmgChaos_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.
    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 - 20) % of Damage as Extra 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.

Serpent

Attack Damage
(55 - 199)%(55 - 199)%
  • 200 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance against Unique Enemies
    200 % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance against Unique Enemies
  • Knocks Back EnemiesKnocks Back Enemies
  • Serpent length is 10 mSerpent length is 10 metres
  • Serpent width is 1.7 mSerpent width is 1.7 metres
  • q20: (0 - 30) % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
    (0 - 30) % more KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    Distance
  • Gemling: 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 - 20) % of Dmg as Extra Chaos.DmgChaos_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.
    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 - 20) % of Damage as Extra 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.

Armour Piercing Rounds

  • Attack
  • Ammunition
  • Projectile
  • Physical
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(8 - 55) Mana(8 - 55) Mana

From: Crossbow (Mercenary) T1

Req: Skill 1+ | Str 4+ | Dex 4+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of bolts that can be fired rapidly and Break enemy 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.
. Using this Skill again reloads the clip.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of bolts that can be fired rapidly and Break enemy 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.
. Using this Skill again reloads the clip.

Ammunition

  • +(12 - 21) Bolts loaded per clip+(12 - 21) Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Speed
425% of base425% of base
Attack Damage
(25 - 91)% of base(25 - 91)% of base
Projectile Speed
32.5 m/s32.5 metres per Second
  • Hits Break (1 - 845) 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.
    Hits Break (1 - 845) 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.
  • q20: Break (0 - 20) % inc. 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.
    Break (0 - 20) % increased 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.
  • Gemling: (0 - 20) % more Atk Speed(0 - 20) % more Attack Speed

Crossbow Shot

  • Attack
  • AoE
  • Ammunition
  • Projectile
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 362)% of base(100 - 362)% of base
Projectile Speed
60 m/s60 metres per Second

Req: Level 1+

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 .
a bolt from your crossbow.
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 .
a bolt from your crossbow.

Ammunition

  • +7 Bolts loaded per clip+7 Bolts loaded per clip

Explosive Shot

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Fire
  • Detonator
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(9 - 64) Mana(9 - 64) Mana

From: Crossbow (Mercenary) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Dex 24+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with flaming bolts that explode on impact. The explosion will cause any GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with flaming bolts that explode on impact. The explosion will cause any GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.

Ammunition

  • 30 % less reload speed30 % less reload speed
  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Gemling: +(0 - 2) Bolts loaded per clip+(0 - 2) Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Speed
70% of base70% of base
Attack Damage
(130 - 405)% of base(130 - 405)% of base
Projectile Speed
23.4 m/s23.4 metres per Second
  • Converts 30 % 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 .
    damage
    Converts 30 % 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
  • q20: (0 - 30) % more 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.
    Magnitude
    (0 - 30) % more 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.
    Magnitude

Explosion

  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • Explosion radius is (2.4 - 3) mExplosion radius is (2.4 - 3) metres

Fragmentation Rounds

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Payoff
  • Merging
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(7 - 53) Mana(7 - 53) Mana

From: Crossbow (Mercenary) T1

Req: Skill 1+ | Str 4+ | Dex 4+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with Piercing bolts that fragment in flight. Bolts that hit a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
enemy 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.
the 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 .
and cause an explosion of shrapnel. Bolts that hit an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
cause it to explode. These fragments can Merge .
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with Piercing bolts that fragment in flight. Bolts that hit a FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
enemy 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.
the 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 .
and cause an explosion of shrapnel. Bolts that hit an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
cause it to explode. These fragments can Merge .

Ammunition

  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Gemling: (0 - 100) % more reload speed(0 - 100) % more reload speed

Projectile

Cost
0 Mana0 Mana
Attack Damage
(20 - 72)% of base(20 - 72)% of base
Projectile Speed
40 m/s40 metres per Second
  • 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.
    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 .
    on HitHit

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

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

    10% increased Physical Damage
    Dmg Reduction
    Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • 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 .
    10 fragments per shot
    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 .
    10 fragments per shot
  • Bolts PiercePierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    (2 - 4) Targets
    Bolts PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    (2 - 4) Targets
  • q20: 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 - 2) fragments per shot
    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 - 2) fragments per shot

Vs Frozen

Attack Damage
(350 - 1429)%(350 - 1429)%
  • 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 .
    damage
    Converts 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
  • Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Dmg Reduction
    Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • Explosion radius is 2 mExplosion radius is 2 metres
  • 50 % more damage with Hits for explosions originating from a Unique enemy50 % more damage with Hits for explosions originating from a Unique enemy
  • 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.
    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 .
    on enemies HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
    to trigger a secondary explosion at their location Secondary explosions cannot 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.
    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 .
    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.
    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 .
    on enemies HitHit

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

Galvanic Shards

  • Attack
  • Ammunition
  • Projectile
  • Lightning
  • Chaining
  • Merging
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6 - 44) Mana(6 - 44) Mana

From: Crossbow (Mercenary) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Dex 17+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with charged bolts that fragment in flight, releasing Chaining 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.
beams when they HitHit

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

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with charged bolts that fragment in flight, releasing Chaining 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.
beams when they HitHit

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

Ammunition

  • 1 Bolt loaded per clip1 Bolt loaded per clip
  • Gemling: +(0 - 2) Bolts loaded per clip+(0 - 2) Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Damage
(15 - 54)% of base(15 - 54)% of base
Projectile Speed
50 m/s50 metres per Second
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    8 fragments per shot
    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 .
    8 fragments per shot
  • q20: 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 - 2) fragments per shot
    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 - 2) fragments per shot

Beam

Attack Damage
(75 - 272)%(75 - 272)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 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.
    to 1 enemy
    Beam ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    to 1 enemy

Glacial Bolt

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Cold
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(7 - 49) Mana(7 - 49) Mana

From: Crossbow (Mercenary) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Dex 24+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with icy bolts that create two walls of Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
at the end of their flight.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with icy bolts that create two walls of Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
at the end of their flight.

Ammunition

  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • q20: +(0 - 2) Bolts loaded per clip+(0 - 2) Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Damage
(40 - 145)% of base(40 - 145)% of base
Projectile Speed
40 m/s40 metres per Second
  • 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 .
    damage
    Converts 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
  • Gemling: Explosion radius is (0 - 1) metreExplosion radius is (0 - 1) metre

Wall

Attack Damage
(60 - 245)%(60 - 245)%
  • 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 .
    damage
    Converts 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
  • 50 % more area of effect if Shattered50 % more area of effect if Shattered
  • % more damage if Shattered% more damage if Shattered
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
  • Wall lasts 8 secondsWall lasts 8 seconds
  • Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) max Life
    Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (36 - 12714) maximum Life

Hailstorm Rounds

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Sustained
  • Cold
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(28 - 193) Mana(28 - 193) Mana

From: Crossbow (Mercenary) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Dex 41+

Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
. All loaded bolts are fired at once, causing them to rain down over the target area.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
. All loaded bolts are fired at once, causing them to rain down over the target area.

Ammunition

  • Supported Crossbow Ammunition SkillsCrossbow_Ammunition_Skills

    Using a CrossbowCrossbow Ammunition Skill replaces your CrossbowCrossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your CrossbowCrossbow . Most CrossbowCrossbow Ammunition Skills that directly HitHit enemies have KnockbackKnockback .
    cannot reload
    Supported Crossbow Ammunition SkillsCrossbow_Ammunition_Skills

    Using a CrossbowCrossbow Ammunition Skill replaces your CrossbowCrossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your CrossbowCrossbow . Most CrossbowCrossbow Ammunition Skills that directly HitHit enemies have KnockbackKnockback .
    cannot reload
  • 150 % more reload speed150 % more reload speed
  • Can store up to (32 - 50) BoltsCan store up to (32 - 50) Bolts
  • q20: Can store +(0 - 5) BoltsCan store +(0 - 5) Bolts

Impact

Cost
(24 - 163) Mana(24 - 163) Mana
Attack Speed
55% of base55% of base
Attack Damage
(63 - 228)% of base(63 - 228)% of base
Projectile Speed
14 m/s14 metres per Second
  • 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 .
    damage
    Converts 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • (100 - 157) % 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
    (100 - 157) % 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
  • 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 .
    +1 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 .
    +1 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.
  • 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 0.2 seconds
    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 0.2 seconds
  • Impact radius is 1 metreImpact radius is 1 metre
  • Rain radius is 4 mRain radius is 4 metres
  • Gemling: Penetrates (0 - 60) % 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 .
    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.
    Penetrates (0 - 60) % 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 .
    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.

High Velocity Rounds

  • Attack
  • Ammunition
  • Projectile
  • Physical
  • Duration
  • Payoff
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(6 - 47) Mana(6 - 47) Mana

From: Crossbow (Mercenary) T3

Req: Level 6+ | Skill 3+ | Str 9+ | Dex 9+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with Piercing bolts that apply Riven ArmourRiven_Armour

Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
to enemies with Fully Broken 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.
, causing any Hits against those enemies to deal extra damage.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with Piercing bolts that apply Riven ArmourRiven_Armour

Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
to enemies with Fully Broken 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.
, causing any Hits against those enemies to deal extra damage.

Ammunition

  • +1 Bolt loaded per clip+1 Bolt loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Damage
(160 - 464)% of base(160 - 464)% of base
Projectile Speed
42 m/s42 metres per Second
  • Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Dmg Reduction
    Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • Bolts PiercePierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    6 Targets
    Bolts PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    6 Targets
  • q20: (0 - 20) % 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.
    Dmg after Piercing an Enemy
    (0 - 20) % 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.
    Damage after Piercing an Enemy
  • Gemling: Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage
    Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage

Vs Armour Broken

Attack Damage
(220 - 580)%(220 - 580)%
  • Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Dmg Reduction
    Overwhelm % PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • Bolts PiercePierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    6 Targets
    Bolts PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    6 Targets
  • Applies Riven ArmourRiven_Armour

    Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
    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.
    Riven ArmourRiven_Armour

    Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
    has 5 second duration, or until Fully Broken 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.
    is removed
    Applies Riven ArmourRiven_Armour

    Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
    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.
    Riven ArmourRiven_Armour

    Riven ArmourArmour is a DebuffDebuff inflicted by Hits , which stores 5% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Riven ArmourArmour cannot get their ArmourArmour Broken further.
    has 5 second duration, or until Fully Broken 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.
    is removed

Ice Shards

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Sustained
  • Cold
  • Hazard
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(12 - 85) Mana(12 - 85) Mana

From: Crossbow (Mercenary) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Dex 17+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.

Ammunition

  • +16 Bolts loaded per clip+16 Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Speed
550% of base550% of base
Attack Damage
(8 - 29)% of base(8 - 29)% of base
Projectile Speed
29.25 m/s29.25 metres per Second
  • 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 .
    damage
    Converts 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
  • Cannot ChainChain

    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.
    Cannot 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.

Shard

Attack Damage
(20 - 82)%(20 - 82)%
  • 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 .
    damage
    Converts 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 2.5 mExplosion radius is 2.5 metres
  • Shards arm after 1.5 secondsShards arm after 1.5 seconds
  • Shards deal up to 400 % more damage 2 seconds after armingShards deal up to 400 % more damage 2 seconds after arming
  • Maximum 16 active shardsMaximum 16 active shards
  • ChillsChill

    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.
    Enemies as though dealing (200 - 390) % more damage
    ChillsChill

    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.
    Enemies as though dealing (200 - 390) % more damage
  • q20: ChillsChill

    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.
    Enemies as though dealing (0 - 100) % more damage
    ChillsChill

    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.
    Enemies as though dealing (0 - 100) % more damage
  • Gemling: (0 - 200) % 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 - 200) % 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

Incendiary Shot

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Fire
  • Merging
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(6 - 44) Mana(6 - 44) Mana

From: Crossbow (Mercenary) T3

Req: Level 6+ | Skill 3+ | Str 9+ | Dex 9+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge .
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge .

Ammunition

  • +1 Bolt loaded per clip+1 Bolt loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Damage
(10 - 36)% of base(10 - 36)% of base
Projectile Speed
34.2 m/s34.2 metres per Second
  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • IgnitesIgnite

    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.
    you inflict with this skill deal Dmg 200 % faster
    IgnitesIgnite

    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.
    you inflict with this skill deal Damage 200 % faster
  • Inflicts 300 % more Flammability MagnitudeInflicts 300 % more Flammability Magnitude
  • 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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to gain 100 % more 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.
    Magnitude
    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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to gain 100 % more 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.
    Magnitude
  • Bolts shatter on impact, dealing Dmg in a 1.9 metre coneBolts shatter on impact, dealing Damage in a 1.9 metre cone
  • 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 .
    10 fragments per shot
    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 .
    10 fragments per shot
  • 30 % inc. 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.
    duration for each Fragment in a single hit
    30 % increased 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.
    duration for each Fragment in a single hit
  • q20: +(0 - 15) % inc. 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.
    duration for each Fragment in a single hit
    +(0 - 15) % increased 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.
    duration for each Fragment in a single hit
  • 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) fragments per shot
    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) fragments per shot

Hidden

  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • IgnitesIgnite

    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.
    you inflict with this skill deal Dmg 200 % faster
    IgnitesIgnite

    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.
    you inflict with this skill deal Damage 200 % faster
  • Inflicts 300 % more Flammability MagnitudeInflicts 300 % more Flammability Magnitude
  • 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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to gain 100 % more 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.
    Magnitude
    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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to gain 100 % more 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.
    Magnitude
  • Bolts shatter on impact, dealing Dmg in a 1.9 metre coneBolts shatter on impact, dealing Damage in a 1.9 metre cone
  • 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 .
    10 fragments per shot
    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 .
    10 fragments per shot
  • 30 % inc. 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.
    duration for each Fragment in a single hit
    30 % increased 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.
    duration for each Fragment in a single hit

Permafrost Bolts

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Cold
  • Merging
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(6 - 44) Mana(6 - 44) Mana

From: Crossbow (Mercenary) T1

Req: Skill 1+ | Str 4+ | Dex 4+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge .
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge .

Ammunition

  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Gemling: (0 - 100) % more reload speed(0 - 100) % more reload speed

Projectile

Cost
0 Mana0 Mana
Attack Damage
(17 - 49)% of base(17 - 49)% of base
Projectile Speed
28 m/s28 metres per Second
  • 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 .
    damage
    Converts 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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    (2 - 4) targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    (2 - 4) targets
  • (200 - 504) % 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
    (200 - 504) % 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
  • (200 - 504) % 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
    (200 - 504) % 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
  • Bolts shatter on impact, dealing Dmg in a 2.7 metre coneBolts shatter on impact, dealing Damage in a 2.7 metre cone
  • 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 .
    10 fragments per shot
    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 .
    10 fragments per shot
  • q20: 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 - 2) fragments per shot
    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 - 2) fragments per shot

Hidden

  • 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 .
    damage
    Converts 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
  • Bolts shatter on impact, dealing Dmg in a 2.7 metre coneBolts shatter on impact, dealing Damage in a 2.7 metre cone
  • 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 .
    10 fragments per shot
    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 .
    10 fragments per shot

Plasma Blast

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Lightning
  • Channelling
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(18 - 122) Mana(18 - 122) Mana

From: Crossbow (Mercenary) T13

Req: Level 52+ | Skill 13+ | Str 51+ | Dex 51+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with unstable bolts that require a lengthy charging period to fire but deal devastating damage, PiercePierce

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
through enemies, and explode upon hitting terrain. Additional 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.
are fired in a spread, unlike other CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Skills.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with unstable bolts that require a lengthy charging period to fire but deal devastating damage, PiercePierce

ProjectilesProjectile that Pierce can pass through a target while still damaging them.
through enemies, and explode upon hitting terrain. Additional 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.
are fired in a spread, unlike other CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Skills.

Ammunition

  • 1 Bolt loaded per clip1 Bolt loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Damage
(830 - 3389)% of base(830 - 3389)% of base
Projectile Speed
72 m/s72 metres per Second
  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +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
    +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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • 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 .
    +1 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 .
    +1 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.
  • 50 % inc. Magnitude of 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.
    inflicted
    50 % increased Magnitude of 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.
    inflicted
  • q20: (0 - 30) % more 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.
    duration
    (0 - 30) % more 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.
    duration
  • 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 - 2) 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 - 2) 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

Attack Damage
(300 - 1225)%(300 - 1225)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    +1 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 .
    +1 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.
  • 50 % inc. Magnitude of 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.
    inflicted
    50 % increased Magnitude of 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.
    inflicted
  • Explosion radius is 3.2 mExplosion radius is 3.2 metres

Rapid Shot

  • Attack
  • Ammunition
  • Projectile
  • Fire
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(27 - 186) Mana(27 - 186) Mana

From: Crossbow (Mercenary) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Dex 17+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a large clip of heated bolts. HeatHeat

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
builds up on your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
as you fire them, and reaching maximum HeatHeat

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
will prevent you from firing or reloading these bolts for a short time. However, other Skills can ConsumeConsume

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

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
for extra benefits. Using this Skill again reloads the clip.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a large clip of heated bolts. HeatHeat

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
builds up on your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
as you fire them, and reaching maximum HeatHeat

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
will prevent you from firing or reloading these bolts for a short time. However, other Skills can ConsumeConsume

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

Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
for extra benefits. Using this Skill again reloads the clip.

Ammunition

  • 100 Bolts loaded per clip100 Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Speed
550% of base550% of base
Attack Damage
(26 - 94)% of base(26 - 94)% of base
Projectile Speed
32.5 m/s32.5 metres per Second
  • Converts 60 % 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 .
    damage
    Converts 60 % 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
  • Maximum (26 - 45) HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    Maximum (26 - 45) HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
  • Cannot fire or reload for 10 seconds on reaching max HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    Cannot fire or reload for 10 seconds on reaching maximum HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
  • q20: +(0 - 15) to Maximum HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    +(0 - 15) to Maximum HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
  • Gemling: +(0 - 30) to Maximum HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    +(0 - 30) to Maximum HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.

Shockburst Rounds

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Lightning
  • Payoff
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(14 - 100) Mana(14 - 100) Mana

From: Crossbow (Mercenary) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Dex 41+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning AilmentLightningAilment

ShockShock and ElectrocuteElectrocute are LightningLightning Ailments .
. Using this Skill again reloads the clip.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning AilmentLightningAilment

ShockShock and ElectrocuteElectrocute are LightningLightning Ailments .
. Using this Skill again reloads the clip.

Ammunition

  • 20 % less reload speed20 % less reload speed
  • (10 - 19) Bolts loaded per clip(10 - 19) Bolts loaded per clip
  • q20: +(0 - 4) Bolts loaded per clip+(0 - 4) Bolts loaded per clip

Projectile

Cost
0 Mana0 Mana
Attack Speed
400% of base400% of base
Attack Damage
(10 - 36)% of base(10 - 36)% of base
Projectile Speed
35 m/s35 metres per Second
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Gemling: (0 - 30) % more AoE(0 - 30) % more Area of Effect

Pulse

Attack Damage
(30 - 109)%(30 - 109)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Pulse radius is 1.8 mPulse radius is 1.8 metres

Siege Cascade

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Sustained
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(12 - 81) Mana(12 - 81) Mana

From: Crossbow (Mercenary) T13

Req: Level 52+ | Skill 13+ | Str 51+ | Dex 51+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.

Ammunition

  • 30 % less reload speed30 % less reload speed
  • +1 Bolt loaded per clip+1 Bolt loaded per clip
  • Gemling: +(0 - 3) Bolts loaded per clip+(0 - 3) Bolts loaded per clip

Impact

Cost
0 Mana0 Mana
Attack Speed
75% of base75% of base
Attack Damage
(40 - 145)% of base(40 - 145)% of base
Projectile Speed
20 m/s20 metres per Second
  • 100 % more damage against Immobilised enemies100 % more damage against Immobilised enemies
  • 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 .
    +1 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 .
    +1 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.
  • 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 .
    Bolts at every Enemy within a 4 metre radius
    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 .
    Bolts at every Enemy within a 4 metre radius
  • Bolt explosion radius is 0.4 mBolt explosion radius is 0.4 metres
  • q20: +(0 - 40) % more damage against Immobilised enemies+(0 - 40) % more damage against Immobilised enemies

Explosion

Attack Damage
(150 - 543)%(150 - 543)%
  • 100 % more damage against Immobilised enemies100 % more damage against Immobilised enemies
  • 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 .
    +1 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 .
    +1 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.
  • 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 .
    Bolts at every Enemy within a 4 metre radius
    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 .
    Bolts at every Enemy within a 4 metre radius
  • Bolt explosion radius is 0.8 mBolt explosion radius is 0.8 metres

Stormblast Bolts

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Lightning
  • Duration
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(9 - 63) Mana(9 - 63) Mana

From: Crossbow (Mercenary) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Dex 32+

Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with charged bolts that land around the target location and explode if hit by a Detonator SkillDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
. Using this Skill again reloads the clip.
Load your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
with charged bolts that land around the target location and explode if hit by a Detonator SkillDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
. Using this Skill again reloads the clip.

Ammunition

  • 5 Bolts loaded per clip5 Bolts loaded per clip
  • Gemling: +(0 - 2) Bolts loaded per clip+(0 - 2) Bolts loaded per clip

Impact

Cost
0 Mana0 Mana
Attack Damage
(20 - 72)% of base(20 - 72)% of base
Projectile Speed
20 m/s20 metres per Second
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Maximum of 30 active BoltsMaximum of 30 active Bolts
  • 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 Bolts
    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 Bolts
  • Charged Bolt duration is 10 secondsCharged Bolt duration is 10 seconds
  • q20: Penetrates (0 - 20) % 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.
    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.
    Penetrates (0 - 20) % 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.
    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.

Explosion

Attack Damage
(115 - 470)%(115 - 470)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Maximum of 30 active BoltsMaximum of 30 active Bolts
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres

Cluster Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
  • Fire
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(14 - 99) Mana(14 - 99) Mana
Cooldown Time
10.00 s10.00 s
Attack Speed
75% of base75% of base
Attack Damage
(120 - 490)% of base(120 - 490)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T13

Req: Level 52+ | Skill 13+ | Str 51+ | Dex 51+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that explodes when its fuse expires, throwing out a ring of mini GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that explode when they come to a stop.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that explodes when its fuse expires, throwing out a ring of mini GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that explode when they come to a stop.

Primary Grenade

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2 seconds
  • Converts 20 % 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 .
    damage
    Converts 20 % 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
  • 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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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 .
    damage
    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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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
  • 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 Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • q20: (0 - 20) % 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 - 20) % 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: (0 - 40) % reduced Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    (0 - 40) % reduced Detonation TimeDetonation_Time

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

Mini Grenades

Attack Damage
(70 - 286)%(70 - 286)%
  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 3 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 3 seconds
  • Converts 40 % 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 .
    damage
    Converts 40 % 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
  • 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 modified
    Number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot be modified
  • 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 .
    18 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 .
    18 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.
  • 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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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 .
    damage
    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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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
  • 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 Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Explosion radius is 1.4 mExplosion radius is 1.4 metres

Explosive Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
  • Fire
  • Detonator
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(10 - 68) Mana(10 - 68) Mana
Cooldown Time
5.00 s (3 Times)5.00 s (3 Times)
Attack Speed
75% of base75% of base
Attack Damage
(215 - 878)% of base(215 - 878)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T1

Req: Skill 1+ | Str 4+ | Dex 4+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a devastating fiery blast when its fuse expires.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a devastating fiery blast when its fuse expires.

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 3 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 3 seconds
  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • 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 .
    +1 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 .
    +1 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.
  • 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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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 .
    damage
    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.
    15 HeatHeat

    Heat is gained from using specific CrossbowCrossbow Skills, and can be either beneficial or detrimental depending on the Skill.
    if possible to 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.
    50 % of damage 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
  • 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 Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Explosion radius is (2 - 2.4) mExplosion radius is (2 - 2.4) metres
  • q20: (0 - 20) % 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 - 20) % 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

Flash Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7 - 53) Mana(7 - 53) Mana
Cooldown Time
5.00 s5.00 s
Attack Speed
75% of base75% of base
Attack Damage
(100 - 408)% of base(100 - 408)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T3

Req: Level 6+ | Skill 3+ | Str 9+ | Dex 9+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a Blinding , Stunning explosion when its fuse expires.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that unleashes a Blinding , Stunning explosion when its fuse expires.

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 0.85 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 0.85 seconds
  • BlindsBlind

    Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
    BlindsBlind

    Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
  • 500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    500 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • 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 Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Explosion radius is (2.6 - 3.3) mExplosion radius is (2.6 - 3.3) metres
  • q20: (0 - 20) % 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 - 20) % 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

Gas Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
  • Fire
  • Chaos
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(12 - 86) Mana(12 - 86) Mana
Cooldown Time
3.00 s (3 Times)3.00 s (3 Times)
Attack Speed
75% of base75% of base
Attack Damage
(40 - 163)% of base(40 - 163)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Dex 17+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that causes a burst of PoisonPoison

Poison is an Ailment that deals Chaos 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.
gas when its fuse expires, damaging enemies and leaving behind a growing 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.
cloud. 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 cause the cloud to explode in a fiery blast.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that causes a burst of PoisonPoison

Poison is an Ailment that deals Chaos 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.
gas when its fuse expires, damaging enemies and leaving behind a growing 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.
cloud. 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 cause the cloud to explode in a fiery blast.

Impact

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2 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.
    cannot Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Impact radius is (1.4 - 2) mImpact radius is (1.4 - 2) metres
  • q20: (0 - 20) % 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 - 20) % 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: Deals (0 - 20) % 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
    Deals (0 - 20) % 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

Poison Cloud

Attack Damage
(150 - 612)%(150 - 612)%
  • 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.
    Clouds
    Limit 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
  • Does not HitHit

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

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

    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 Hitting them
  • 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 %
  • 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 Fork
    ProjectilesProjectile

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

Explosion

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 .
    damage
    Converts 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
  • 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 Fork
    ProjectilesProjectile

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

Mortar Cannon

  • Totem
  • Grenade
  • Duration
  • Meta
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.
    Rate
    Supported 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 Dmg
    Supported GrenadeGrenade

    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    Skills deal 50 % less Damage

Oil Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
  • Fire
  • Duration
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(9 - 60) Mana(9 - 60) Mana
Cooldown Time
4.00 s (3 Times)4.00 s (3 Times)
Attack Speed
75% of base75% of base
Attack Damage
(100 - 408)% of base(100 - 408)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Dex 32+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
created this way can be Ignited by Detonator SkillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or 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.
.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that bursts in a spray of OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
. OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
created this way can be Ignited by Detonator SkillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
or 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.
.

Primary Grenade

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 1.6 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 1.6 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.
    cannot Fork
    ProjectilesProjectile

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

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
  • Dmg and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    spray radius is (2 - 2.6) m
    Damage and OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    spray radius is (2 - 2.6) metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    Dur. is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    Duration is 6 seconds
  • q20: (0 - 20) % 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 - 20) % 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: ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    lowers 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.
    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.
    by an additional (0 - 10) %
    ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    lowers 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.
    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.
    by an additional (0 - 10) %

Oil Ground

  • Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 1.6 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 1.6 seconds
  • 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 .
    damage
    Converts 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
  • Once Ignited , Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    adds 150 % of this Attack's 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 as unscalable Dmg to 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.
    Once Ignited , Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    adds 150 % of this Attack's 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 as unscalable Damage to 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.
  • 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 Fork
    ProjectilesProjectile

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

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 40 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
  • Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    Dur. is 6 seconds
    Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    Duration is 6 seconds

Voltaic Grenade

  • Attack
  • AoE
  • Projectile
  • Grenade
  • Lightning
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(10 - 73) Mana(10 - 73) Mana
Cooldown Time
4.00 s (3 Times)4.00 s (3 Times)
Attack Speed
75% of base75% of base
Attack Damage
(80 - 327)% of base(80 - 327)% of base
Projectile Speed
8 m/s8 metres per Second

From: Crossbow (Mercenary) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Dex 24+

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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that discharges an Electrocuting 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.
blast when its fuse expires, causing all 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.
Hits against enemies to contribute to Electrocution buildup for a duration.
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 .
a bouncing GrenadeGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
that discharges an Electrocuting 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.
blast when its fuse expires, causing all 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.
Hits against enemies to contribute to Electrocution buildup for a duration.

  • Detonation TimeDetonation_Time

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

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

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • Explosion radius is (2 - 2.4) mExplosion radius is (2 - 2.4) metres
  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg to 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.
    Dmg
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    Damage to 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
  • 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.
    damage from Hits with this skill Contributes to Electrocution Buildup
    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 from Hits with this skill Contributes to Electrocution Buildup
  • (150 - 340) % more Electrocution buildup from Hits with this skill(150 - 340) % more Electrocution buildup from Hits with this skill
  • Electrocution buildup DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 6 seconds
    Electrocution buildup DebuffDebuff

    Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
    duration is 6 seconds
  • q20: (0 - 20) % 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 - 20) % 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

Artillery Ballista

  • Attack
  • Totem
  • AoE
  • Projectile
  • Sustained
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(14 - 95) Mana(14 - 95) Mana

From: Crossbow (Mercenary) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Dex 24+

Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that rains down a salvo of Pinning , Maiming bolts.
Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that rains down a salvo of Pinning , Maiming bolts.

Ballista

  • Totem duration is 12 secondsTotem duration is 12 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.
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Bolts

Attack Speed
25% of base25% of base
Attack Damage
(15 - 40)% of base(15 - 40)% of base
Projectile Speed
32.6 m/s32.6 metres per Second
  • Hits are PinningHits are Pinning
  • Pins Enemies as though dealing 600 % more DmgPins Enemies as though dealing 600 % more Damage
  • 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.
  • Bolt impact radius is 2.5 mBolt impact radius is 2.5 metres
  • q20: Pins Enemies as though dealing +(0 - 200) % more DmgPins Enemies as though dealing +(0 - 200) % more Damage

Siege Ballista

  • Attack
  • Totem
  • AoE
  • Projectile
  • Sustained
  • Fire
  • Duration
  • Repeatable
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(18 - 121) Mana(18 - 121) Mana

From: Crossbow (Mercenary) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Dex 32+

Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that fires bolts skyward, to explode a short time after landing.
Deploy a BallistaBallista

Ballistas are a type of Totem that use ProjectileProjectile Attacks .
Totem that fires bolts skyward, to explode a short time after landing.

Ballista

  • 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.
  • Gemling: Limit (0 - 1) TotemLimit (0 - 1) Totem

Artillery

Attack Speed
25% of base25% of base
Attack Damage
(25 - 66)% of base(25 - 66)% of base
Projectile Speed
20 m/s20 metres per Second
  • Converts 60 % 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 .
    damage
    Converts 60 % 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
  • 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.
  • Bolt explosion radius is 0.5 mBolt explosion radius is 0.5 metres

Explosion

  • 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 .
    damage
    Converts 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
  • 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.
  • Bolt explosion radius is 1.4 mBolt explosion radius is 1.4 metres
  • q20: (0 - 20) % more AoE(0 - 20) % more Area of Effect

Emergency Reload

  • Buff
  • Duration
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(12 - 82) Mana(12 - 82) Mana
Cooldown Time
45.00 s45.00 s

From: Crossbow (Mercenary) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Dex 41+

Instantly reload all your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
Instantly reload all your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.

  • Buff duration is 6 seconds or until your EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    bolts are expended
    Buff duration is 6 seconds or until your EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    bolts are expended
  • Buff Empowers bolts with (12 - 31) % more damageBuff Empowers bolts with (12 - 31) % more damage
  • Number of each clip's EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    bolts is equal to the max Ammunition of the clip
    Number of each clip's EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    bolts is equal to the maximum Ammunition of the clip
  • 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

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

Shard Scavenger

  • Buff
  • Persistent
  • Physical
  • Lightning
  • Cold
  • Fire
  • 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+ | Str 28+ | Dex 28+

While active, Consuming 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.
, 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.
, or Fully Broken 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 an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, Consuming 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.
, 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.
, or Fully Broken 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 an enemy reloads your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
, restores one cooldown use for your GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
and grants a Buff causing CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Attacks to not consume bolts for a duration. This can only occur once every few seconds.

  • Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenade

    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon Consuming 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.
    , 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.
    , or Fully Broken 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.
    Minimum duration between consumptions is (6.05 - 7) seconds
    Instantly reloads your CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
    and restores one cooldown use for your GrenadesGrenade

    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    upon Consuming 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.
    , 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.
    , or Fully Broken 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.
    Minimum duration between consumptions is (6.05 - 7) seconds
  • Buff duration is 3 secondsBuff duration is 3 seconds
  • q20: (0 - 10) % inc. Reservation Efficiency(0 - 10) % increased Reservation Efficiency

Toxic Domain

  • Buff
  • Attack
  • AoE
  • Physical
  • Chaos
  • Duration
  • Plant
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(24 - 106) Mana(24 - 106) Mana
Cooldown Time
11.00 s11.00 s
Attack Damage
(100 - 312)% of base(100 - 312)% of base

From: Bow (Ranger) T13

Req: Level 52+ | Skill 13+ | Dex 92+

Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your 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.
Attacks attach a Toxic Pustule, which can be Poisoned . Pustules will Detonate after a duration or when enough 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.
has been applied, dealing more damage based on the stored 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.
damage and applying 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.
in an area around it.

Toxic Bloom

  • Toxic Bloom duration is 8 secondsToxic Bloom duration is 8 seconds
  • Each enemy can have up to 1 Pustule attachedEach enemy can have up to 1 Pustule attached
  • Regenerate (5.67 - 41.67) life per secondRegenerate (5.67 - 41.67) life per second
  • Skill costs are inc. by 25 %Skill costs are increased by 25 %
  • 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.
    Hits attach a Pustule
    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.
    Hits attach a Pustule
  • q20: active skill base area of effect radius [0,3]active skill base area of effect radius [0,3]
  • Gemling: Effects of Toxic Bloom Linger on you for (0 - 2) secondsEffects of Toxic Bloom Linger on you for (0 - 2) seconds

Pustule Explosion

Attack Damage
(38 - 119)%(38 - 119)%
  • Always 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.
    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.
    Always PoisonsPoison

    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.
    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.
  • Pustule Detonates after 15 secondsPustule Detonates after 15 seconds
  • Pustules store expected damage of 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.
    inflicted on them
    Pustules store expected damage of PoisonsPoison

    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.
    inflicted on them
  • Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second
    Overgrown Pustules grow as though dealt (0.4 - 194.2) 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.
    damage per second

Charged Staff

  • Spell
  • Attack
  • Buff
  • AoE
  • Lightning
  • Duration
  • Conditional
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(15 - 65) Mana(15 - 65) Mana
Cast Time
0.75 sec0.75 sec

From: Quarterstaff (Monk) T9

Req: Level 31+ | Skill 9+ | Dex 32+ | Int 32+

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.
all Power 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 charge your QuarterstaffQuarterstaff

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage and 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.
shockwave to your QuarterstaffQuarterstaff

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

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
damage and 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.
shockwave to your QuarterstaffQuarterstaff

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

Buff

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

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

    Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    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, up to your max Power 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.
    Buff grants 1 to (2 - 22) Added QuarterstaffQuarterstaff

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

    Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    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, up to your maximum Power 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.
  • Buff duration is 6 seconds 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
    Buff duration is 6 seconds 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
  • q20: (0 - 20) % inc. Skill Effect Dur.(0 - 20) % increased Skill Effect Duration
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Shockwave

Cast Time
0.75 sec0.75 sec
Attack Damage
(25 - 66)% of base(25 - 66)% of base
  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Wave length is 5 mWave length is 5 metres

Falling Thunder

  • Attack
  • AoE
  • Melee
  • Slam
  • Projectile
  • Lightning
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(11 - 76) Mana(11 - 76) Mana
Attack Speed
60% of base60% of base
Attack Damage
(140 - 437)% of base(140 - 437)% of base
Projectile Speed
16 m/s16 metres per Second

From: Quarterstaff (Monk) T1

Req: Skill 1+ | Dex 4+ | Int 4+

Suffuse your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
with electrical energy, then Slam the ground to deal damage in a large cone in front of you. 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.
your Power 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 fire 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.
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.
forwards from the impact.
Suffuse your QuarterstaffQuarterstaff

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

Melee

  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Cone length is 4 mCone length is 4 metres

Projectile

  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • 50 % more Dmg 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
    50 % 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
  • 100 % more Dmg if a Power ChargeCharges

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

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    was Consumed
  • 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.
    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
    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.
    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
  • q20: (0 - 20) % more Dmg 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
    (0 - 20) % 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
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Flicker Strike

  • Attack
  • AoE
  • Melee
  • Strike
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(12 - 85) Mana(12 - 85) Mana
Attack Speed
50% of base50% of base
Attack Damage
(80 - 327)% of base(80 - 327)% of base

From: Quarterstaff (Monk) T13

Req: Level 52+ | Skill 13+ | Dex 51+ | Int 51+

Teleport to a 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. 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.
Power 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 perform additional teleporting StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
on nearby enemies.
Teleport to a 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. 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.
Power 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 perform additional teleporting StrikesStrike

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

  • Teleports and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    2 additional times 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.
    , with 285% more Atk Speed
    Teleports and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    2 additional times 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.
    , with 285% more Attack Speed
  • You cannot gain Power 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.
    while using this Skill
    You cannot gain Power 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.
    while using this Skill
  • 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

Frozen Locus

  • Attack
  • AoE
  • Melee
  • Cold
  • Duration
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(12 - 81) Mana(12 - 81) Mana
Attack Speed
70% of base70% of base

From: Quarterstaff (Monk) T1

Req: Skill 1+ | Dex 4+ | Int 4+

Leap backward and crack the ground with your staff to call forth an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Leap backward and crack the ground with your staff to call forth an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.

Crystal

  • Limit 1 Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    Limit 1 Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
  • Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 10 seconds
    Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 10 seconds
  • Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    has (27 - 9536) max Life
    Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    has (27 - 9536) maximum Life

Explosion

Attack Damage
(150 - 612)%(150 - 612)%
  • 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 .
    damage
    Converts 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
  • 50 % 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
    50 % 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
  • Explosion radius is 3.4 mExplosion radius is 3.4 metres
  • q20: (0 - 20) % 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
    (0 - 20) % 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
  • Gemling: base number of frozen locus allowed [0,1]base number of frozen locus allowed [0,1]

Gathering Storm

  • Attack
  • AoE
  • Melee
  • Lightning
  • Duration
  • Channelling
  • Travel
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(7.9 - 53.38) Mana/s(7.9 - 53.38) Mana per second
Attack Damage
(120 - 435)% of base(120 - 435)% of base

From: Quarterstaff (Monk) T13

Req: Level 52+ | Skill 13+ | Dex 51+ | Int 51+

Flip backward and Channel to charge your QuarterstaffQuarterstaff

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally Boosted .
Flip backward and Channel to charge your QuarterstaffQuarterstaff

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

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect TimingPerfect_Timing

Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
performs a LightningLightning

Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
-assisted dash that releases shockwaves from enemies you dash through. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked GroundShocked_Ground

Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
in its wake. This skill cannot be Ancestrally Boosted .

Normal Dash

  • Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.8 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
    +0.8 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
  • +1 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
    +1 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

Perfect Dash

Attack Damage
(280 - 1014)%(280 - 1014)%
  • +1 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
    +1 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
  • q20: Skills have a (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window
    Skills have a (0 - 20) % longer Perfect TimingPerfect_Timing

    Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
    window
  • Gemling: (0 - 30) % chance for 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.
    Dmg with Hits to be Lucky
    (0 - 30) % chance for 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 with Hits to be Lucky

Shockwave

Attack Damage
(120 - 435)%(120 - 435)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Shockwave radius is 2.2 mShockwave radius is 2.2 metres

Tempest Shockwave

Attack Damage
(240 - 869)%(240 - 869)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Shockwave radius is 3.2 m Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 3.2 m
    Shockwave radius is 3.2 metres Shocked GroundShocked_Ground

    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
    radius is 3.2 metres

Glacial Cascade

  • Attack
  • AoE
  • Melee
  • Cold
  • Payoff
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(9 - 63) Mana(9 - 63) Mana
Attack Speed
75% of base75% of base
Attack Damage
(40 - 125)% of base(40 - 125)% of base

From: Quarterstaff (Monk) T1

Req: Skill 1+ | Dex 4+ | Int 4+

Sweep your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
enemies hit by the final spike are dealt heavy damage but the 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 .
is Consumed . Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
hit by the final spike explode.
Sweep your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. FrozenFrozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
enemies hit by the final spike are dealt heavy damage but the 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 .
is Consumed . Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
hit by the final spike explode.

Wave

  • 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 .
    damage
    Converts 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
  • Burst radius is 0.6 mBurst radius is 0.6 metres
  • Wave length is 4.8 mWave length is 4.8 metres
  • Causes 8 BurstsCauses 8 Bursts
  • 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 - 15) % of PhysicalPhysical

    10% increased Physical Damage
    damage 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 .
    damage
    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 - 15) % of PhysicalPhysical

    10% increased Physical Damage
    damage 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 - 20) % more Atk Speed(0 - 20) % more Attack Speed

Final Burst

Attack Damage
(120 - 374)%(120 - 374)%
  • 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 .
    damage
    Converts 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
  • 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.
    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 .
    on Non-Unique enemies to deal 250 % more Dmg
    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.
    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 .
    on Non-Unique enemies to deal 250 % more Damage
  • 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.
    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 .
    on Unique enemies to deal 425 % more Dmg
    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.
    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 .
    on Unique enemies to deal 425 % more Damage
  • Cannot Knock Enemies BackCannot Knock Enemies Back
  • Burst radius is 0.9 mBurst radius is 0.9 metres

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 Strike

  • Attack
  • AoE
  • Melee
  • Strike
  • Cold
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(5 - 36) Mana(5 - 36) Mana
Attack Speed
140% of base140% of base
Attack Damage
(60 - 187)% of base(60 - 187)% of base

From: Quarterstaff (Monk) T5

Req: Level 14+ | Skill 5+ | Dex 17+ | Int 17+

Perform a fast icy StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Perform a fast icy StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.

Normal Strikes

  • 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 .
    damage
    Converts 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
  • q20: (0 - 20) % inc. Atk Speed(0 - 20) % increased Attack Speed
  • Gemling: (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

Third Strike

Attack Damage
(130 - 405)%(130 - 405)%
  • 50 % less Atk Speed50 % less Attack Speed
  • 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 .
    damage
    Converts 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
  • +0.7 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
    +0.7 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

Killing Palm

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(6 - 42) Mana(6 - 42) Mana
Attack Speed
75% of base75% of base
Attack Damage
(90 - 281)% of base(90 - 281)% of base

From: Quarterstaff (Monk) T1

Req: Skill 1+ | Dex 4+ | Int 4+

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, Culling enemies if their life is low enough and performing additional dashing StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Cullable targets in range if your target was Culled . Each enemy killed by this strike grants a Power ChargeCharges

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

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional 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.
. Enemies around you that can be Culled will be highlighted.
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, Culling enemies if their life is low enough and performing additional dashing StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Cullable targets in range if your target was Culled . Each enemy killed by this strike grants a Power ChargeCharges

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

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters granting additional 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.
. Enemies around you that can be Culled will be highlighted.

  • Culling StrikeCulling_Strike

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

    Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
  • Can't be EvadedCan't be Evaded
  • Dashes and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
    Dashes and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
  • Normal and Magic monsters grant 1 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.
    Rare monsters grant 2 Power 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.
    Unique monsters grant 3 Power 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.
    Normal and Magic monsters grant 1 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.
    Rare monsters grant 2 Power 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.
    Unique monsters grant 3 Power 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.
  • q20: Recover (0 - 4) % of max Mana over four seconds on Culling an EnemyRecover (0 - 4) % of maximum Mana over four seconds on Culling an Enemy

Mantra of Destruction

  • Buff
  • Chaos
  • Duration
  • Conditional
Tier
99
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana

From: Quarterstaff (Monk) T9

Req: Level 31+ | Skill 9+ | Dex 32+ | Int 32+

Build ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
by successfully Striking Enemies with other skills. After reaching maximum ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
, use this skill to Empower your next QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Attack , causing it to deal additional 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.
. Each kill with the EmpoweredEmpowered

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

Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damageChaos_Damage. Stacks up to 10 times.
for a duration.
Build ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
by successfully Striking Enemies with other skills. After reaching maximum ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
, use this skill to Empower your next QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Attack , causing it to deal additional 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.
. Each kill with the EmpoweredEmpowered

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

Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damageChaos_Damage. Stacks up to 10 times.
for a duration.

  • Requires 8 ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use
    Requires 8 ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use
  • This Skill loses ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    if it generates no ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    for 8 seconds
    This Skill loses ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    if it generates no ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    for 8 seconds
  • EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attack gains (50 - 69) % of Dmg as Chaos
    EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Attack gains (50 - 69) % of Damage as Chaos
  • Buff duration is up to 8 seconds, or until your next AttackBuff duration is up to 8 seconds, or until your next Attack
  • Purple Flames of ChayulaPurpleFlamesOfChayula

    Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damageChaos_Damage. Stacks up to 10 times.
    Dur. is 20 seconds
    Purple Flames of ChayulaPurpleFlamesOfChayula

    Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damageChaos_Damage. Stacks up to 10 times.
    Duration is 20 seconds
  • q20: Requires (0 - 1) fewer ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use
    Requires (0 - 1) fewer ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use

Quarterstaff Strike

  • Attack
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(100 - 312)% of base(100 - 312)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

Req: Level 1+

StrikeStrike

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

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

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

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

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 .
    damage
    Converts 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 .
    damage
    Converts 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

Siphoning Strike

  • Attack
  • AoE
  • Melee
  • Strike
  • Lightning
  • Payoff
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(7 - 47) Mana(7 - 47) Mana
Attack Damage
(75 - 234)% of base(75 - 234)% of base

From: Quarterstaff (Monk) T7

Req: Level 22+ | Skill 7+ | Dex 24+ | Int 24+

Dash to a target 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 your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
. If the target is Shocked , 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.
their 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.
to release 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.
shockwave around the target and grant you a Power ChargeCharges

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

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
. If the target is Shocked , 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.
their 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.
to release 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.
shockwave around the target and grant you a Power ChargeCharges

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

Dash

  • +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
  • 50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • q20: (0 - 50) % chance to DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

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

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Gemling: (0 - 50) % chance to gain an additional 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.
    (0 - 50) % chance to gain an additional 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.

Shockwave

Attack Damage
(200 - 624)%(200 - 624)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Shockwave radius is 3 mShockwave radius is 3 metres
  • q20: (0 - 50) % chance to DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

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

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • Gemling: (0 - 50) % chance to gain an additional 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.
    (0 - 50) % chance to gain an additional 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.

Staggering Palm

  • Attack
  • Buff
  • AoE
  • Melee
  • Strike
  • Projectile
  • Physical
  • Duration
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7 - 47) Mana(7 - 47) Mana
Attack Speed
75% of base75% of base
Attack Damage
(80 - 250)% of base(80 - 250)% of base

From: Quarterstaff (Monk) T3

Req: Level 6+ | Skill 3+ | Dex 9+ | Int 9+

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, instantly Heavily Stunning enemies which are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
and performing additional dashing StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Primed targets in range if your first target was Stunned . Heavy Stunning an enemy with this Skill grants you a Buff that causes your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Attacks to also fire 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.
for a short duration. Heavy Stunning additional enemies adds to the Buff 's 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, instantly Heavily Stunning enemies which are Primed for StunStun

Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
and performing additional dashing StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
to other Primed targets in range if your first target was Stunned . Heavy Stunning an enemy with this Skill grants you a Buff that causes your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Attacks to also fire 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.
for a short duration. Heavy Stunning additional enemies adds to the Buff 's duration.

Staggering Palm

  • Can't be EvadedCan't be Evaded
  • Dashes and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
    Dashes and StrikesStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    additional valid targets
  • Buff duration is 7.5 secondsBuff duration is 7.5 seconds
  • Maximum Buff duration is 30 secondsMaximum Buff duration is 30 seconds

Projectile

Attack Damage
(50 - 204)% of base(50 - 204)% of base
Projectile Speed
31.5 m/s31.5 metres per Second
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • 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 .
    +1 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 .
    +1 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.
  • q20: (0 - 40) % chance to BlindBlind

    Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
    (0 - 40) % chance to BlindBlind

    Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies
  • 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 - 2) 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 - 2) 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.

Storm Wave

  • Attack
  • AoE
  • Melee
  • Lightning
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(8 - 54) Mana(8 - 54) Mana
Attack Speed
75% of base75% of base
Attack Damage
(110 - 343)% of base(110 - 343)% of base

From: Quarterstaff (Monk) T7

Req: Level 22+ | Skill 7+ | Dex 24+ | Int 24+

Sweep your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
, projecting a 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.
through the ground in a long fissure ahead of you.
Sweep your QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
, projecting a 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.
through the ground in a long fissure ahead of you.

  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • 100 % 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.
    100 % 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.
  • Wave length is 8 mWave length is 8 metres
  • Wave width is 1 metreWave width is 1 metre
  • q20: Wave width is +(0 - 1) metreWave width is +(0 - 1) metre

Tempest Bell

  • Attack
  • AoE
  • Melee
  • Sustained
  • Duration
  • Conditional
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(14 - 98) Mana(14 - 98) Mana
Cooldown Time
0.50 s0.50 s
Attack Speed
120% of base120% of base

From: Quarterstaff (Monk) T3

Req: Level 6+ | Skill 3+ | Dex 9+ | Int 9+

Build ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
by successfully Striking Enemies with other skills. After reaching maximum ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be 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 your skills, creating a damaging shockwave. Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused KnockbackKnockback

Knockback pushes Enemies away when HitHit .
increase the area of effect of the shockwaves.
Build ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
by successfully Striking Enemies with other skills. After reaching maximum ComboCombo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be 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 your skills, creating a damaging shockwave. Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused KnockbackKnockback

Knockback pushes Enemies away when HitHit .
increase the area of effect of the shockwaves.

Tempest Bell

  • Requires 4 ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use
    Requires 4 ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    to use
  • This Skill loses ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    if it generates no ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    for 8 seconds
    This Skill loses ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    if it generates no ComboCombo

    Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .
    for 8 seconds
  • Limit (1 - 3) BellLimit (1 - 3) Bell
  • Bell duration is 6 secondsBell duration is 6 seconds
  • Bell is destroyed after 10 HitsBell is destroyed after 10 Hits
  • Can be Ancestrally Boosted as though a StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Can be Ancestrally Boosted as though a StrikeStrike

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

Impact

Attack Damage
(100 - 408)%(100 - 408)%
  • Impact radius is 2.1 mImpact radius is 2.1 metres

Shockwave

Attack Damage
(45 - 119)%(45 - 119)%
  • 30 % more AoE per 0.1 m of KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    the triggering 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.
    would have caused
    30 % more Area of Effect per 0.1 metres of KnockbackKnockback

    Knockback pushes Enemies away when HitHit .
    the triggering 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.
    would have caused
  • 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 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Extra Dmg of each Type matching an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    on the Bell
    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 % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Extra Damage of each Type matching an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    on the Bell
  • Shockwave radius is 2.6 mShockwave radius is 2.6 metres
  • Shockwave can be triggered once every 0.3 secondsShockwave can be triggered once every 0.3 seconds
  • q20: Shockwave deals (0 - 3) % more Dmg per 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.
    taken by Bell
    Shockwave deals (0 - 3) % more Damage per 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.
    taken by Bell
  • Gemling: bell hit limit [0,10]bell hit limit [0,10]

Tempest Flurry

  • Attack
  • AoE
  • Melee
  • Strike
  • Lightning
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(5 - 37) Mana(5 - 37) Mana
Attack Speed
140% of base140% of base
Attack Damage
(45 - 140)% of base(45 - 140)% of base

From: Quarterstaff (Monk) T5

Req: Level 14+ | Skill 5+ | Dex 17+ | Int 17+

Perform a series of aggressive StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
. When used in quick succession, the third use StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
three times, and the fourth use performs a Final StrikeFinal_Strike

Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
that calls down a powerful Shocking bolt.
Perform a series of aggressive StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
. When used in quick succession, the third use StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
three times, and the fourth use performs a Final StrikeFinal_Strike

Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
that calls down a powerful Shocking bolt.

Normal Strikes

  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.4 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
    +0.4 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
  • q20: +(0 - 0.4) 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 - 0.4) 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
  • Gemling: Final StrikeFinal_Strike

    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
    targets (0 - 2) additional nearby enemies
    Final StrikeFinal_Strike

    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
    targets (0 - 2) additional nearby enemies

Third Strike

Attack Damage
(90 - 90)%(90 - 90)%
  • 35 % less Atk Speed35 % less Attack Speed
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.4 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
    +0.4 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

Fourth Strike

Attack Damage
(135 - 421)%(135 - 421)%
  • 45 % less Atk Speed45 % less Attack Speed
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +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
  • 100 % 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.
    100 % 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.
  • 100 % inc. Magnitude of 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.
    inflicted
    100 % increased Magnitude of 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.
    inflicted

Vaulting Impact

  • Attack
  • AoE
  • Melee
  • Slam
  • Physical
  • Duration
  • Travel
  • Payoff
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(12 - 83) Mana(12 - 83) Mana
Attack Damage
(160 - 422)% of base(160 - 422)% of base

From: Quarterstaff (Monk) T5

Req: Level 14+ | Skill 5+ | Dex 17+ | Int 17+

Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken_Stance

Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken StanceBroken_Stance

Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
to Dazed enemies, causing any Hits against those enemies to deal extra damage.

Vaulting Impact

  • +1 second 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
    +1 second 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
  • Cannot inflict DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    Cannot inflict DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
  • Impact radius is 2.4 mImpact radius is 2.4 metres

Vs Dazed

Attack Damage
(160 - 100)%(160 - 100)%
  • Applies Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    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 Dazed enemies
    Applies Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    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 Dazed enemies
  • Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    has 60 second duration, or until DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    has 60 second duration, or until DazeDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    is removed
  • Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes 10 Hits
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes 10 Hits
  • q20: Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes +(0 - 2) Hits
    Broken StanceBroken_Stance

    Broken Stance is a DebuffDebuff inflicted by Hits , which stores 10% of the Pre-mitigation PhysicalPhysical HitHit damage of the HitHit that inflicts it as its Magnitude . The inflicter's subsequent Hits against the target will gain additional unscaleable added PhysicalPhysical Damage equal to that magnitude. Enemies with Broken Stance cannot be Dazed again.
    is removed after the affected enemy takes +(0 - 2) Hits
  • Gemling: (0 - 50) % more Dmg against Heavy Stunned Enemies(0 - 50) % more Damage against Heavy Stunned Enemies

Wave of Frost

  • Attack
  • AoE
  • Melee
  • Cold
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(14 - 100) Mana(14 - 100) Mana
Attack Speed
55% of base55% of base
Attack Damage
(65 - 235)% of base(65 - 235)% of base

From: Quarterstaff (Monk) T7

Req: Level 22+ | Skill 7+ | Dex 24+ | Int 24+

Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for 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 .
.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for 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 .
.

  • 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 .
    damage
    Converts 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
  • (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
  • Wave length is 6 mWave length is 6 metres
  • q20: Penetrates (0 - 20) % 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 .
    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.
    Penetrates (0 - 20) % 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 .
    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.

Whirling Assault

  • Attack
  • AoE
  • Melee
  • Strike
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(18 - 126) Mana(18 - 126) Mana
Attack Speed
85% of base85% of base
Attack Damage
(40 - 163)% of base(40 - 163)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Quarterstaff (Monk) T11

Req: Level 41+ | Skill 11+ | Dex 41+ | Int 41+

Advance while hitting enemies around you with a series of spinning StrikesStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
.
Advance while hitting enemies around you with a series of spinning StrikesStrike

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

  • +1 second 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
    +1 second 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
  • +1.4 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
    +1.4 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
  • (1 - 20) % more AoE(1 - 20) % more Area of Effect
  • q20: (0 - 20) % inc. Atk Speed(0 - 20) % increased Attack Speed

Wind Blast

  • Attack
  • AoE
  • Melee
  • Wind
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(9 - 63) Mana(9 - 63) Mana
Attack Speed
75% of base75% of base
Attack Damage
(85 - 265)% of base(85 - 265)% of base
Projectile Speed
32.6 m/s32.6 metres per Second

From: Quarterstaff (Monk) T3

Req: Level 6+ | Skill 3+ | Dex 9+ | Int 9+

Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.

  • 150 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    150 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Cone length is 6 mCone length is 6 metres
  • DazesDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

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

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
  • q20: (0 - 20) % more Dmg to enemies within 1.5 m of you, scaling down to no bonus at 4 m or further(0 - 20) % more Damage to enemies within 1.5 metres of you, scaling down to no bonus at 4 metres or further

Arctic Howl

  • Warcry
  • Shapeshift
  • Buff
  • Werewolf
  • AoE
  • Cold
  • Duration
  • Nova
Tier
55
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
Critical Hit Chance
10.00%10.00%

From: Primal (Druid) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Int 17+

Shapeshift into a Werewolf and let out an icy howl that damages enemies and FreezesFreeze

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 .
Primed enemies. If an enemy is FrozenFrozen

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

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

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

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

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

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

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
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.
.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and FreezesFreeze

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 .
Primed enemies. If an enemy is FrozenFrozen

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

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

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

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

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

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

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
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.
.

  • Deals (5 - 186) to (8 - 279) 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 .
    Dmg
    Deals (5 - 186) to (8 - 279) 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
  • Cannot cause 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
    Cannot cause 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
  • Knocks Back EnemiesKnocks Back Enemies
  • 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 that are Primed for 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 .
    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 that are Primed for 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 .
  • Empowers one Attack per 5 enemy Power in range, counting up to 50 PowerEmpowers one Attack per 5 enemy Power in range, counting up to 50 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 5.5 m
    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 5.5 metres
  • Buff grants AlliesAllies

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

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage to Attacks
    Buff grants AlliesAllies

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

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage to Attacks
  • EmpoweredEmpowered

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

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    EmpoweredEmpowered

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

    Cold damage is one of the five Damage 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 AlliesAllies

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

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

Cross Slash

  • Attack
  • Shapeshift
  • Werewolf
  • AoE
  • Melee
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(10 - 67) Mana(10 - 67) Mana
Cooldown Time
2.00 s2.00 s
Attack Speed
110% of base110% of base
Attack Damage
(65 - 235)% of base(65 - 235)% of base

From: Primal (Druid) T7

Req: Level 22+ | Skill 7+ | Str 24+ | Int 24+

Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Enemies can be 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.
separately by both gouges. Hitting a Marked enemy with both gouges will Activate 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.
and cause an additional shockwave. 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.
will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Enemies can be 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.
separately by both gouges. Hitting a Marked enemy with both gouges will Activate 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.
and cause an additional shockwave. 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.
will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.

Cross Slash

  • Gouge length is 4.7 mGouge length is 4.7 metres
  • Gouge width is 1.6 mGouge width is 1.6 metres
  • Flings 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.
    within 7 m
    Flings 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.
    within 7 metres
  • q20: +(0 - 0.4) m to gouge width+(0 - 0.4) metres to gouge width
  • Gemling: Converts (0 - 40) % 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 .
    damage
    Converts (0 - 40) % 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

Shockwave

Attack Damage
(130 - 471)%(130 - 471)%
  • Gouge length is 2.4 mGouge length is 2.4 metres
  • Gouge width is 1.6 mGouge width is 1.6 metres
  • Flings 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.
    within 7 m
    Flings 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.
    within 7 metres

Lunar Assault

  • Attack
  • Shapeshift
  • Werewolf
  • AoE
  • Melee
  • Strike
  • Cold
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(6 - 46) Mana(6 - 46) Mana
Attack Speed
110% of base110% of base
Attack Damage
(40 - 125)% of base(40 - 125)% of base

From: Primal (Druid) T1

Req: Skill 1+ | Str 4+ | Int 4+

Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.

  • 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 .
    damage
    Converts 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
  • (240 - 506) % 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
    (240 - 506) % 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
  • (240 - 506) % 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
    (240 - 506) % 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
  • 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 - 10) % of PhysicalPhysical

    10% increased Physical Damage
    damage 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 .
    damage
    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 - 10) % of PhysicalPhysical

    10% increased Physical Damage
    damage 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

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 seconds
    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 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.
    spent
    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.
    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 .
    damage
    Buff 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 .
    damage
    Buff 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 .
    damage
    Converts 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 m
    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 metres

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 seconds
    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 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

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

Req: Level 1+

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 use
    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 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 use
    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 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 use
    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 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 seconds
    Detonation TimeDetonation_Time

    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
    is 2.5 seconds
  • 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.
    Speed
    60 % 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 .
    damage
    Converts 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

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 m
    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 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 range
    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 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 range
    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 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 effects
    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 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. 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) % 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. 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 (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.
    Rate
    Socketed 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

Furious Slam

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
Tier
11
Level
(1 - 20)(1 - 20)
Cost
(10 - 69) Mana(10 - 69) Mana
Attack Speed
70% of base70% of base
Attack Damage
(70 - 254)% of base(70 - 254)% of base

From: Primal (Druid) T1

Req: Skill 1+ | Str 4+ | Int 4+

Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend 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 create larger shockwaves that leave behind Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
.
Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend 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 create larger shockwaves that leave behind Jagged GroundJagged_Ground

Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
.

Base

  • 60 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    60 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • + 0.4 seconds to base attack time if not standing+ 0.4 seconds to base attack time if not standing
  • + 0.4 seconds to base use time when 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.
    + 0.4 seconds to base use time when 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.
  • Shockwave radius is 2 mShockwave radius is 2 metres
  • Spends 10 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 perform enraged slam if possible
    Spends 10 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 perform enraged slam if possible
  • q20: (0 - 40) % inc. StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    (0 - 40) % increased StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • Gemling: (0 - 20) % more AoE(0 - 20) % more Area of Effect

Enraged

Attack Damage
(110 - 398)%(110 - 398)%
  • 60 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    60 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • + 0.4 seconds to base attack time if not standing+ 0.4 seconds to base attack time if not standing
  • + 0.4 seconds to base use time when 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.
    + 0.4 seconds to base use time when 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.
  • Shockwave radius is 3 mShockwave radius is 3 metres
  • Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 4 seconds
    Jagged GroundJagged_Ground

    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
    duration is 4 seconds

Fury of the Mountain

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
  • Sustained
  • Duration
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(10 - 67.52) Mana/s(10 - 67.52) Mana per second
Attack Speed
70% of base70% of base
Attack Damage
(55 - 145)% of base(55 - 145)% of base

From: Primal (Druid) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Int 17+

Shapeshift into a Bear and repeatedly pound the ground, creating Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
that travel randomly in a wide arc in front of you.
Shapeshift into a Bear and repeatedly pound the ground, creating Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
that travel randomly in a wide arc in front of you.

  • Converts 80 % 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 .
    damage
    Converts 80 % 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
  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • 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.
    3 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.
    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.
    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.
    3 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.
    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.
  • Fissure duration is 12 secondsFissure duration is 12 seconds
  • Limit 12 FissuresLimit 12 Fissures
  • 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 - 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.
    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.
    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 - 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.
    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.

Maul

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Strike
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Damage
(80 - 290)% of base(80 - 290)% of base

Req: Level 1+

Shapeshift into a Bear and rake enemies with your claws, generating 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.
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 Bear and rake enemies with your claws, generating 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.
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.
.

  • 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.
    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.
    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.
    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.
    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.
    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.
  • + 0.3 seconds to base use time when 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.
    + 0.3 seconds to base use time when 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.
  • 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 - 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.
    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.
    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 - 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.
    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.

Rampage

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
  • Sustained
  • Channelling
Tier
1111
Level
(1 - 20)(1 - 20)
Cost
(14 - 97) Mana 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.
per second
(14 - 97) Mana 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.
per second
Attack Speed
70% of base70% of base
Attack Damage
(75 - 306)% of base(75 - 306)% of base

From: Primal (Druid) T11

Req: Level 41+ | Skill 11+ | Str 41+ | Int 41+

Shapeshift into a Bear and charge forward, Slamming the ground as you run. ChannellingChannelling

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

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
.
Shapeshift into a Bear and charge forward, Slamming the ground as you run. ChannellingChannelling

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

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

  • + 0.5 seconds to base attack time if not standing+ 0.5 seconds to base attack time if not standing
  • 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.
    cost is ignored for first 2.5 seconds of ChannellingChannelling

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    cost is ignored for first 2.5 seconds of ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Cannot gain RageRage

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    while using this Skill
  • Impact radius is 2.2 mImpact radius is 2.2 metres
  • q20: RageRage

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

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

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 use
    Requires 50 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • + 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 second
    Buff grants 5 RageRage

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one 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 .
    damage
    Buff 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 .
    damage
    Buff 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 .
    damage
    Converts 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 .
    damage
    Converts 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 seconds
    Ignited GroundIgnited_Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    duration is 5 seconds

Devour

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Melee
  • Slam
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(8 - 55) Mana(8 - 55) Mana
Attack Speed
170% of base170% of base
Attack Damage
(65 - 235)% of base(65 - 235)% of base

From: Primal (Druid) T5

Req: Level 14+ | Skill 5+ | Str 17+ | Int 17+

Shapeshift into a Wyvern and devour a CorpseCorpse

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
or Cullable enemy, and additional nearby CorpsesCorpse

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

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

Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
or Cullable enemy, and additional nearby CorpsesCorpse

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

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

  • Up to +0.5 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 based on distance travelled
    Up to +0.5 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 based on distance travelled
  • Impact radius is 1.8 mImpact radius is 1.8 metres
  • Regenerates (10 - 337) life per enemy or CorpseCorpse

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

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

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

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    near the target
  • q20: (0 - 50) % chance to gain FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    and Charm charges as though killing the enemy on CorpseCorpse

    Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
    consumption
    (0 - 50) % chance to gain FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    and Charm charges as though killing the enemy on CorpseCorpse

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

Flame Breath

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Sustained
  • Fire
  • Duration
  • Channelling
Tier
1313
Level
(1 - 20)(1 - 20)
Cost
(23 - 157) Mana 6 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 second
(23 - 157) Mana 6 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 second
Cooldown Time
10.00 s10.00 s
Attack Speed
800% of base800% of base
Attack Damage
(30 - 109)% of base(30 - 109)% of base

From: Primal (Druid) T13

Req: Level 52+ | Skill 13+ | Str 51+ | Int 51+

Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. ChannellingChannelling

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

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
. 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 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.
if possible to Empower the Skill, Gaining extra 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 and spending RageRage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
more slowly.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. ChannellingChannelling

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

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
. 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 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.
if possible to Empower the Skill, Gaining extra 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 and spending RageRage

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

  • 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 .
    damage
    Converts 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
  • IgnitesIgnite

    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.
    from a single use of this Skill Compound
    IgnitesIgnite

    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.
    from a single use of this Skill Compound
  • Inflicts 200 % more Flammability MagnitudeInflicts 200 % more Flammability Magnitude
  • 60 % less 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.
    Magnitude
    60 % less 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.
    Magnitude
  • RageRage

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

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

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

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

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    while using this Skill
  • Immolation radius is 2 mImmolation radius is 2 metres
  • EmpoweredEmpowered

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

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Flame Breath 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 % of damage as 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
  • EmpoweredEmpowered

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

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

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

    Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
    per second
  • q20: RageRage

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

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

Oil Barrage

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Projectile
  • Sustained
  • Channelling
Tier
99
Level
(1 - 20)(1 - 20)
Cost
(6 - 41) Mana (6 - 40.5) Mana/s(6 - 41) Mana (6 - 40.5) Mana per second
Attack Speed
300% of base300% of base
Attack Damage
(90 - 281)% of base(90 - 281)% of base
Projectile Speed
15 m/s15 metres per Second

From: Primal (Druid) T9

Req: Level 31+ | Skill 9+ | Str 32+ | Int 32+

Shapeshift into a Wyvern and spit OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
at enemies, creating Oil GroundOil_Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
where the 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.
land. 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.
Power 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.
if possible to instead Channel a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
that does not create Oil GroundOil_Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
. 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.
are fired in sequence, allowing multiple 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.
to HitHit

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

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
at enemies, creating Oil GroundOil_Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
where the 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.
land. 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.
Power 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.
if possible to instead Channel a sustained barrage of electrified OilOil

Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
that does not create Oil GroundOil_Ground

Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
. 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.
are fired in sequence, allowing multiple 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.
to HitHit

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

Base

  • 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.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    spray radius is 2.1 m
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    spray radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    Dur. is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    Duration is 6 seconds
  • ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of 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.
    ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    ends after one group of 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.
  • q20: ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    lowers 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.
    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.
    by an additional (0 - 5) %
    ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    lowers 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.
    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.
    by an additional (0 - 5) %
  • Gemling: (0 - 20) % chance to not remove 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.
    on use
    (0 - 20) % chance to not remove 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.
    on use

Oil Ground

  • 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 .
    damage
    Converts 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
  • Once Ignited , Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    adds 100 % of this Attack's 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 as unscalable Dmg to 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.
    Once Ignited , Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    adds 100 % of this Attack's 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 as unscalable Damage to 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.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
  • Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    radius is 2.1 m
    Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    radius is 2.1 metres
  • Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    Dur. is 6 seconds
    Oil GroundOil_Ground

    Enemies standing in OilOil Ground have their movement speed Slowed and are inflicted with ExposureExposure . Ignited enemies, Ignited GroundIgnited_Ground , or Detonator SkillsDetonator_Skills that touch the OilOil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the ExposureExposure .
    Duration is 6 seconds

Empowered

Attack Damage
(100 - 312)%(100 - 312)%
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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 .
    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.
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    SlowsSlow

    Slows are modifiers from DebuffsDebuff that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    enemy movement speed by 20 %
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    applies ExposureExposure

    Exposure is a type of DebuffDebuff that lowers the affected enemy's TotalTotal Elemental ResistancesResistances . By default it lowers ResistancesResistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesResistances , this can cause the enemy's ResistanceResistances to become negative. Higher RarityRarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    , lowering 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.
    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.
    by 20 %
  • Impact radius is 2.1 mImpact radius is 2.1 metres
  • OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    duration is 6 seconds
    OilOil

    Enemies covered in Oil have their movement speed Slowed , are inflicted with ExposureExposure and have 200% more Magnitude of Flammability inflicted on them. Ignited GroundIgnited_Ground or Detonator SkillsDetonator_Skills will IgniteIgnite Oil-covered enemies. This removes the Oil, but the ExposureExposure will remain for the duration of that IgniteIgnite .
    duration is 6 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.
    a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    every 1.5 seconds to continue ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    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 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.
    every 1.5 seconds to continue ChannellingChannelling

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

Rend

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Melee
  • Strike
  • Duration
Level
(1 - 20)(1 - 20)
Cost
0 Mana0 Mana
Attack Speed
90% of base90% of base
Attack Damage
(110 - 343)% of base(110 - 343)% of base

Req: Level 1+

Shapeshift into a Wyvern and perform a wide slash with your wingtip claws. 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 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.
if possible to grant you a Buff that gives you extra 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. While you have the Buff , Rend covers a much larger area but is slower.
Shapeshift into a Wyvern and perform a wide slash with your wingtip claws. 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 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.
if possible to grant you a Buff that gives you extra 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. While you have the Buff , Rend covers a much larger area but is slower.

Normal Strikes

  • Buff duration is 10 secondsBuff duration is 10 seconds
  • Buff grants 50 % of damage Gained as 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.
    Buff grants 50 % of damage Gained as 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.
  • q20: Buff grants (0 - 10) % of damage Gained as 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.
    Buff grants (0 - 10) % of damage Gained as 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.

Lightning-Charged

Attack Damage
(130 - 405)%(130 - 405)%
  • 20 % less Atk Speed20 % less Attack Speed
  • 150% more AoE150% more Area of Effect

Rolling Magma

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Projectile
  • Fire
  • Detonator
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(8 - 83) Mana(8 - 83) Mana
Attack Speed
85% of base85% of base
Attack Damage
(70 - 218)% of base(70 - 218)% of base
Projectile Speed
7.5 m/s7.5 metres per Second

From: Primal (Druid) T3

Req: Level 6+ | Skill 3+ | Str 9+ | Int 9+

Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill ChainsChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, bouncing forward to deal damage multiple times. Impacts on Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
or Volcanos will activate them as though they were Slammed .
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill ChainsChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
, bouncing forward to deal damage multiple times. Impacts on Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
or Volcanos will activate them as though they were Slammed .

  • 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 .
    damage
    Converts 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
  • 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.
    (3 - 5) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (3 - 5) times
  • Inflicts 100 % more Flammability MagnitudeInflicts 100 % more Flammability Magnitude
  • 100 % more 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.
    Magnitude
    100 % more 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.
    Magnitude
  • Impact radius is (1.4 - 1.8) mImpact radius is (1.4 - 1.8) metres
  • q20: (0 - 10) % more Dmg with Hits for each time this Skill has Chained(0 - 10) % more Damage with Hits for each time this Skill has Chained

Wing Blast

  • Attack
  • Shapeshift
  • Wyvern
  • AoE
  • Melee
  • Wind
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(8 - 55) Mana(8 - 55) Mana
Attack Damage
(85 - 265)% of base(85 - 265)% of base

From: Primal (Druid) T3

Req: Level 6+ | Skill 3+ | Str 9+ | Int 9+

Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for 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.
will be stunned, release a shockwave, and have a chance to grant you a Power ChargeCharges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
. This skill can be used while using other skills to interrupt them.
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for 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.
will be stunned, release a shockwave, and have a chance to grant you a Power ChargeCharges

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

Wing Blast

  • +0.3 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
    +0.3 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
  • Cannot cause StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    Cannot cause StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Knocks Back EnemiesKnocks Back Enemies
  • Blast length is 6 mBlast length is 6 metres
  • 15 % Surpassing chance to grant a Power ChargeCharges

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

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on 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.
    , modified by Monster Power
  • q20: +(0 - 5) % Surpassing chance to grant a Power ChargeCharges

    Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
    on 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.
    , modified by Monster Power
    +(0 - 5) % Surpassing chance to grant a Power ChargeCharges

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

    10% increased Physical Damage
    damage
    Deals (0 - 20) % more PhysicalPhysical

    10% increased Physical Damage
    damage

Shockwave

Attack Damage
(175 - 634)%(175 - 634)%
  • Shockwave radius is 2 mShockwave radius is 2 metres
  • 50 % more damage with Hits for Shockwaves originating from a Unique enemy50 % more damage with Hits for Shockwaves originating from a Unique enemy

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 spent
    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 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 500
    Maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered 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 visage
    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 visage

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 enemy
    Generates 100 % of Monster Power as GloryGlory

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

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

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 m
    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 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 seconds
    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.
    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 Power
    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 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 Power
    Grants (2 - 92) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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 it
    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 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 Skill
    Modifiers 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]

Parry

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling
Cost
0 Mana 0 Mana/s0 Mana 0 Mana per second
Attack Time
0.75 sec0.75 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
65% of base65% of base

From: Bucklers · Runemastered Crucible Tower Shield

Req: Level 1+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next 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.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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. You cannot Evade a 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.
you could parry, but 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 .
instead grants an equal chance to avoid this 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.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next 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.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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. You cannot Evade a 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.
you could parry, but 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 .
instead grants an equal chance to avoid this 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.

  • Can't be EvadedCan't be Evaded
  • 400 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can 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.
    Dmg from enemies within 1 metre
    Can 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.
    Damage from enemies within 1 metre
  • Can 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.
    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.
    Dmg from enemies within 1.5 m
    Can 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.
    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.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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 on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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 on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Raise Shield

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling
Cost
0 Mana 0 Mana/s0 Mana 0 Mana per second
Attack Time
0.55 sec0.55 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
80% of base80% of base

From: Shields · Runemastered Hardwood Targe · Runemastered Crescent Targe · Runemastered Venerable Defender

Req: Level 1+

Raise 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 .
to 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.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a 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 .
Bash, damaging and Stunning enemies. While 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 .
is raised you cannot be Light Stunned by hits 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.
, but Blocking too much damage may 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.
you. You cannot Evade while 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 .
is raised, but 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 .
instead grants an equal chance to avoid this 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.
Raise 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 .
to 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.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a 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 .
Bash, damaging and Stunning enemies. While 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 .
is raised you cannot be Light Stunned by hits 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.
, but Blocking too much damage may 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.
you. You cannot Evade while 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 .
is raised, but 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 .
instead grants an equal chance to avoid this 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.

  • 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 .
    Bash causes 600 % more 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
    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 .
    Bash causes 600 % more 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
  • 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 .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    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 .
    Bash DazesDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    if holding a Tower 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 .
    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 .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    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 .
    Bash DazesDaze

    Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    if holding a Tower 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 .
  • 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 .
    Bash can't be Evaded
    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 .
    Bash can't be Evaded
  • 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 .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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 .
    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 .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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 .

Resonating Shield

  • Attack
  • AoE
  • Melee
  • Sustained
  • Physical
  • Channelling
Tier
55
Level
(1 - 20)(1 - 20)
Cost
(6.95 - 46.93) Mana/s(6.95 - 46.93) Mana per second
Attack Time
0.80 sec0.80 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
(30 - 94)% of base(30 - 94)% of base

From: Mace (Warrior) T5

Req: Level 14+ | Skill 5+ | Str 28+

Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the 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 your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

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

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the 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 .
, 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 .
is raised and you will 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.
all incoming Blockable hits.
Repeatedly hammer your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the 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 your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose ArmourArmour

Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
for a duration. While ChannellingChannelling

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

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the 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 .
, 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 .
is raised and you will 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.
all incoming Blockable hits.

  • Hits Break (2 - 1537) 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.
    Hits Break (2 - 1537) 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.
  • (4 - 103) to (6 - 155) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (4 - 103) to (6 - 155) 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 .
  • Modifers to Attack speed also affect this skill's costModifers to Attack speed also affect this skill's cost
  • Cannot be EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    by 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.
    Cannot be EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    by 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.
  • Shockwave radius is 2.3 mShockwave radius is 2.3 metres
  • q20: Break (0 - 20) % inc. 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.
    Break (0 - 20) % increased 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.

Shield Charge

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling
  • Travel
Tier
33
Level
(1 - 20)(1 - 20)
Cost
(7.2 - 48.68) Mana/s(7.2 - 48.68) Mana per second
Attack Time
0.60 sec0.60 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
(30 - 94)% of base(30 - 94)% of base

From: Mace (Warrior) T3

Req: Level 6+ | Skill 3+ | Str 14+

Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, 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 .
is raised and you will 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.
all incoming Blockable hits.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, 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 .
is raised and you will 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.
all incoming Blockable hits.

Area of Effect

  • (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
  • 3 to 5 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 .
    3 to 5 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 .
  • Deals up to an additional +100 % more Dmg, based on the distance travelledDeals up to an additional +100 % more Damage, based on the distance travelled
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Impact radius is 2.4 mImpact radius is 2.4 metres
  • 80 % inc. max travel distance80 % increased maximum travel distance
  • q20: Deals up to an additional +(0 - 40) % more Dmg, based on the distance travelledDeals up to an additional +(0 - 40) % more Damage, based on the distance travelled
  • Gemling: (0 - 30) % inc. max travel distance(0 - 30) % increased maximum travel distance

Collision

Attack Damage
(70 - 254)%(70 - 254)%
  • Knocks Back EnemiesKnocks Back Enemies
  • 50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    50 % more StunStun

    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Deals up to an additional +100 % more Dmg, based on the distance travelledDeals up to an additional +100 % more Damage, based on the distance travelled
  • Run speed is affected by movement speed modifiers instead of Attack speed modifiersRun speed is affected by movement speed modifiers instead of Attack speed modifiers
  • Impact radius is 2.4 mImpact radius is 2.4 metres
  • 80 % inc. max travel distance80 % increased maximum travel distance
  • 6 to 8 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 .
    6 to 8 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 .

Shield Wall

  • Attack
  • AoE
  • Melee
  • Physical
  • Duration
Tier
77
Level
(1 - 20)(1 - 20)
Cost
(13 - 92) Mana(13 - 92) Mana
Attack Time
1.25 sec1.25 sec
Critical Hit Chance
5.00%5.00%
Attack Damage
(65 - 235)% of base(65 - 235)% of base

From: Mace (Warrior) T7

Req: Level 22+ | Skill 7+ | Str 41+

Ram 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 .
into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams , 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.
, and 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 .
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.
will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Ram 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 .
into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams , 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.
, and 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 .
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.
will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.

  • (4 - 103) to (6 - 155) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (4 - 103) to (6 - 155) 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 .
  • 80 % less damage if destroyed within 0.5 seconds by something other than you80 % less damage if destroyed within 0.5 seconds by something other than you
  • 100 % more Dmg if destroyed by your Skills100 % more Damage if destroyed by your Skills
  • Explosion length is 4 mExplosion length is 4 metres
  • Limit 2 active 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 .
    Walls
    Limit 2 active 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 .
    Walls
  • Wall duration is 6 secondsWall duration is 6 seconds
  • Wall Segments have (36 - 12714) max LifeWall Segments have (36 - 12714) maximum Life
  • q20: (0 - 40) % more Dmg if destroyed by your Skills(0 - 40) % more Damage if destroyed by your Skills