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POE1
Div/Ex: 1:151

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

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Path of Exile 2 support gems

POE2 Supports Overview

Browse 348 published POE2 supports across 31 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 supports

Published overview

Unique entries
348
Groups
31
Group appearances
360
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 support.

Concussive Runes

  • Support
  • Attack
  • AoE
  • Melee
  • Slam
  • Trigger
  • Kalguuran
  • Runic Ward
Support
Base
Cost multiplier

Supports Attacks , causing a Runic Shockwave to erupt under enemies they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
. The Shockwave costs 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 .
, and will not Trigger if you do not have enough 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 .
.
Supports Attacks , causing a Runic Shockwave to erupt under enemies they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
. The Shockwave costs 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 .
, and will not Trigger if you do not have enough 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 .
.

Support

  • Supported Skills Trigger a Runic Shockwave on Heavy Stunning an enemySupported Skills Trigger a Runic Shockwave on Heavy Stunning an enemy

Runic Shockwave

Level
(1 - 20)(1 - 20)
Cost
(7 - 37) 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 - 37) 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
(130 - 531)% of base(130 - 531)% of base
  • 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Shockwave radius is 2 mShockwave radius is 2 metres

    Fist of War

    • Support
    • Attack
    • AoE
    • Melee
    • Slam
    • Trigger
    • Physical
    • Duration
    Support
    Fist Of Kalguur
    Cost multiplier

    Supports Slams you use yourself, allowing them to spend large amounts 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 become Runically Boosted. Runically Boosted Slams are EmpoweredEmpowered

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

    10% increased Physical Damage
    damage and create a rune the first time they hit an enemy. The rune erupts in an 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 support ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    Skills.
    Supports Slams you use yourself, allowing them to spend large amounts 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 become Runically Boosted. Runically Boosted Slams are EmpoweredEmpowered

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

    10% increased Physical Damage
    damage and create a rune the first time they hit an enemy. The rune erupts in an 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 support ChannellingChannelling

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

    Support

    • LimitLimit

      Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
      1 active rune
      LimitLimit

      Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
      1 active rune
    • Runically Boosted Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
      20 % of Dmg as Extra PhysicalPhysical

      10% increased Physical Damage
      Dmg
      Runically Boosted Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
      20 % of Damage as Extra PhysicalPhysical

      10% increased Physical Damage
      Damage
    • Supported Skills 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 .
      equal to 150 % of Life and Mana Cost if possible to become Runically Boosted
      Supported Skills 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 .
      equal to 150 % of Life and Mana Cost if possible to become Runically Boosted

    Rune

    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
    0.50 s0.50 s
    Attack Damage
    (120 - 490)% of base(120 - 490)% of base
    • Rune radius is 2.4 mRune radius is 2.4 metres
    • Rune duration is 4 secondsRune duration is 4 seconds

      Healing Runes

      • Support
      • Buff
      • Persistent
      • Kalguuran
      • Runic Ward
      • Remnant
      • Remnant Crafted
      Support
      Base
      Cost multiplier

      Supports Persistent Buff Skills, causing you to 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 .
      and heal nearby allies based on the 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 .
      lost. Healing done is split between allies who are not on full Life.
      Supports Persistent Buff Skills, causing you to 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 .
      and heal nearby allies based on the 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 .
      lost. Healing done is split between allies who are not on full Life.

      • Lose up to 10 % of your 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 .
        every 5 seconds to heal nearby allies for a total of 200 % of the amount of 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 .
        lost
        Lose up to 10 % of your 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 .
        every 5 seconds to heal nearby allies for a total of 200 % of the amount of 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 .
        lost

      Runeforged Blades

      • Support
      • Attack
      • Projectile
      • Trigger
      • Payoff
      • Kalguuran
      • Runic Ward
      • Remnant
      Support
      Base
      Cost multiplier

      Supports Attacks you use yourself, causing them to ConsumeConsume

      Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 fire a nova of runic 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 the cost 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 .
      . 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.
      cannot HitHit

      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
      the enemy from which they originated. Cannot support skills that ConsumeConsume

      Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
      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.
      .
      Supports Attacks you use yourself, causing them to ConsumeConsume

      Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 fire a nova of runic 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 the cost 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 .
      . 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.
      cannot HitHit

      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
      the enemy from which they originated. Cannot support skills that ConsumeConsume

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

      Support

      • Supported Skills cannot 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.
        Supported Skills cannot 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.

      Runeforged Blades

      Level
      (1 - 20)(1 - 20)
      Cost
      (7 - 37) 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 - 37) 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
      (150 - 468)% of base(150 - 468)% of base
      Projectile Speed
      27.5 m/s27.5 metres per Second
      • 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 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 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 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.
        Cannot 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.
      • 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.
        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 .
        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

        Runic Extraction

        • Support
        • Kalguuran
        • Runic Ward
        • Remnant
        • Remnant Crafted
        Support
        Base
        Cost multiplier

        Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop 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).
        Remnant .
        Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop 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).
        Remnant .

        • Remnants created by Supported Skills last for 8 secondsRemnants created by Supported Skills last for 8 seconds
        • Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
          20 % 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
          Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
          20 % 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
        • Supported Skills have 35 % chance create 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).
          Remnant on kill
          Supported Skills have 35 % chance create 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).
          Remnant on kill

        Runic Infusion

        • Support
        • Attack
        • Physical
        • Kalguuran
        • Runic Ward
        • Remnant
        • Remnant Crafted
        Support
        Base
        Cost multiplier

        Supports Attacks you use or Trigger yourself, causing them to cost 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 use but deal additional PhysicalPhysical

        10% increased Physical Damage
        damage based on their 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. Cannot Support ChannellingChannelling

        Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
        Skills, 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.
        , or Skills without a cost.
        Supports Attacks you use or Trigger yourself, causing them to cost 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 use but deal additional PhysicalPhysical

        10% increased Physical Damage
        damage based on their 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. Cannot Support ChannellingChannelling

        Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
        Skills, 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.
        , or Skills without a cost.

        • Supported Skills cost an additional 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 .
          Supported Skills cost an additional 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 .
        • Supported Skills deal added PhysicalPhysical

          10% increased Physical Damage
          damage equal to 25 % 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 .
          cost
          Supported Skills deal added PhysicalPhysical

          10% increased Physical Damage
          damage equal to 25 % 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 .
          cost

        Searing Flame

        • Support
        • Fire
        • Kalguuran
        • Runic Ward
        • Remnant
        • Remnant Crafted
        Support
        Scouring Flame
        Cost multiplier

        Supports any skill that Hits enemies, causing inflicted IgnitesIgnite

        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
        to deal more damage but the skill to gain 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 .
        cost.
        Supports any skill that Hits enemies, causing inflicted IgnitesIgnite

        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
        to deal more damage but the skill to gain 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 .
        cost.

        • Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
          25 % 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
          Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
          25 % 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
        • 50 % more Magnitude of IgniteIgnite

          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
          inflicted with Supported Skills
          50 % more Magnitude of IgniteIgnite

          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
          inflicted with Supported Skills

        Brambleslam

        • Support
        • Attack
        • AoE
        • Melee
        • Slam
        • Trigger
        • Physical
        • Plant
        Support
        Tier 5
        Cost multiplier

        Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed . A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems .Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed . A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems .

        Support

        • Supported Slams create 3 BramblesSupported Slams create 3 Brambles

        Brambles

        Cost
        0 Mana0 Mana
        Cooldown Time
        0.15 s (6 Times)0.15 s (6 Times)
        • Atk Dmg of this skill is 35 % of Default Atk DmgAttack Damage of this skill is 35 % of Default Attack 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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
        • 50 % more damage when Overgrown50 % more damage when Overgrown
        • Bramble radius is 1 metreBramble radius is 1 metre
        • Bramble duration is 8 secondsBramble duration is 8 seconds

          Delayed Reaction

          • Support
          • Hazard

          Supports Skills which create Hazards , causing those Hazards to be unable to be triggered for 3 seconds after being created.Supports Skills which create Hazards , causing those Hazards to be unable to be triggered for 3 seconds after being created.

          2 variants

          Controlled Hazard · Tier 4

          Cost multiplier 1×

          • Hazards cannot be triggered for 3 seconds after being createdHazards cannot be triggered for 3 seconds after being created
          Delayed Reaction · Tier 4

          Cost multiplier 1×

          Supports Skills which create Hazards , causing those Hazards to only be able to trigger immediately after creation or at the end of their duration. Created Hazards have significantly lowered duration, and deal more damage.Supports Skills which create Hazards , causing those Hazards to only be able to trigger immediately after creation or at the end of their duration. Created Hazards have significantly lowered duration, and deal more damage.

          • Hazards created by Supported Skills cannot be triggered by enemies unless triggered immediately on creation Hazards created by Supported Skills trigger at the end of their durationHazards created by Supported Skills cannot be triggered by enemies unless triggered immediately on creation Hazards created by Supported Skills trigger at the end of their duration
          • Hazards created by Supported Skills deal 15 % more DmgHazards created by Supported Skills deal 15 % more Damage
          • Hazards created by Supported Skills have 70 % less durationHazards created by Supported Skills have 70 % less duration

          Rearm

          • Support
          • Hazard

          Supports Skills which create Hazards . Hazards created by Supported Skills have a chance to be rearmed a short duration after triggering.Supports Skills which create Hazards . Hazards created by Supported Skills have a chance to be rearmed a short duration after triggering.

          2 variants

          Rearm I · Tier 3

          Cost multiplier 1.1×

          • Hazards created by Supported Skills have 20 % chance to rearm after they are triggeredHazards created by Supported Skills have 20 % chance to rearm after they are triggered
          Rearm II · Tier 5

          Cost multiplier 1.1×

          • Hazards created by Supported Skills have 30 % chance to rearm after they are triggeredHazards created by Supported Skills have 30 % chance to rearm after they are triggered

          Creeping Chill

          • Support
          • AoE
          • Trigger
          • Cold
          • Ice Crystals
          Support
          Tier 1
          Cost multiplier

          Supports any Skill that creates Ice CrystalsIce_Crystals

          Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal 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.
          , causing that Skill to ConsumeConsume

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

          Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
          if possible to create Chilled GroundChilled_Ground

          Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
          around the Crystal .
          Supports any Skill that creates Ice CrystalsIce_Crystals

          Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal 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.
          , causing that Skill to ConsumeConsume

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

          Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
          if possible to create Chilled GroundChilled_Ground

          Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
          around the Crystal .

          Support

          • 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 PowerPower

            Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
            to Trigger Creeping ChillChill

            Chill is an AilmentAilments 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.
            on 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.
            created by Supported Skills
            ConsumeConsume

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

            Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
            to Trigger Creeping ChillChill

            Chill is an AilmentAilments 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.
            on 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.
            created by Supported Skills

          Creeping Chill

          Cost
          0 Mana0 Mana
          • 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 Conversion . Damage over time cannot benefit from damage Gain.
            +50 % more Radius per second, up to a max of +300 %
            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 Conversion . Damage over time cannot benefit from damage Gain.
            +50 % more Radius per second, up to a maximum of +300 %
          • Chilled GroundChilled_Ground

            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
            radius is 1.2 m
            Chilled GroundChilled_Ground

            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
            radius is 1.2 metres
          • Created Chilled GroundChilled_Ground

            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
            ChillsChill

            Chill is an AilmentAilments 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.
            as though dealing damage equal to 100 % of the Ice CrystalIce_Crystals

            Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal 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.
            's max Life
            Created Chilled GroundChilled_Ground

            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
            ChillsChill

            Chill is an AilmentAilments 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.
            as though dealing damage equal to 100 % of the Ice CrystalIce_Crystals

            Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal 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.
            's maximum Life

            Crystalline Shards

            • Support
            • Ice Crystals
            Support
            Tier 1
            Cost multiplier
            1.2×

            Supports Skills which create 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.
            . Damaging Explosions caused by 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.
            from Supported Skills will 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.
            Enemies.
            Supports Skills which create 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.
            . Damaging Explosions caused by 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.
            from Supported Skills will 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.
            Enemies.

            • Supported Skills cannot Extract 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.
              Supported Skills cannot Extract 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.
            • 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.
              created by Supported Skills can 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.
              with 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 as though it was PhysicalPhysical

              10% increased Physical Damage
              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.
              created by Supported Skills can 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.
              with 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 as though it was PhysicalPhysical

              10% increased Physical Damage
            • 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.
              created by Supported Skills have 100 % chance to 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.
              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.
              created by Supported Skills have 100 % chance to 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.

            Glacier

            • Support
            • Ice Crystals
            Support
            Tier 2
            Cost multiplier

            Supports any Skill which creates 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.
            , causing them to be created with higher Life.
            Supports any Skill which creates 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.
            , causing them to be created with higher 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.
              created by Supported Skills have 100 % more 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.
              created by Supported Skills have 100 % more Life

            Hoarfrost

            • Support
            • Spell
            • AoE
            • Trigger
            • Cold
            • Duration
            • Ice Crystals
            Support
            Base
            Cost multiplier

            Supports Skills which create 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.
            . Supported Skills create chilling areas which deal 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 instead of creating 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.
            .
            Supports Skills which create 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.
            . Supported Skills create chilling areas which deal 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 instead of creating 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.
            .

            triggered_hoarfrost

            Cast Time
            1.00 sec1.00 sec

            Icicle

            • Support
            • Ice Crystals
            Support
            Tier 2
            Cost multiplier

            Supports any Skill which creates 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.
            , causing them to be created with lower Life.
            Supports any Skill which creates 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.
            , causing them to be created with lower 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.
              created by Supported Skills have 50 % less 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.
              created by Supported Skills have 50 % less Life

            Verglas

            • Support
            • Cold
            • Ice Crystals
            Support
            Tier 3
            Cost multiplier
            1.2×

            Supports Skills you use yourself which can HitHit

            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
            Enemies. Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
            a percentage of their 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 when you destroy 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.
            .
            Supports Skills you use yourself which can HitHit

            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
            Enemies. Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
            a percentage of their 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 when you destroy 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.
            .

            • Destroying 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.
              grants Supported Skills 1 % of Dmg Gained as extra 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 .
              for 6 seconds, per two thousand max Life of the destroyed 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.
              Destroying 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.
              grants Supported Skills 1 % of Damage Gained as 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 .
              for 6 seconds, per two thousand maximum Life of the destroyed 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.

            Elemental Discharge

            • Support
            • Spell
            • AoE
            • Trigger
            • Lightning
            • Cold
            • Fire
            • Ground Surfaces
            Support
            Tier 5
            Cost multiplier

            Supports Skills which are boosted by Elemental GroundElementalGround

            Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
            Surfaces , Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental GroundElementalGround

            Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
            Surface .
            Supports Skills which are boosted by Elemental GroundElementalGround

            Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
            Surfaces , Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental GroundElementalGround

            Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
            Surface .

            Support

            • Supported Skills Trigger Catalysing Discharge when boosted by an Elemental GroundElementalGround

              Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
              Surface
              Supported Skills Trigger Catalysing Discharge when boosted by an Elemental GroundElementalGround

              Elemental Ground Surfaces include Shocked GroundShocked_Ground , Chilled GroundChilled_Ground , and Ignited GroundIgnited_Ground .
              Surface

            Catalysing Discharge

            Level
            (1 - 20)(1 - 20)
            Cost
            0 Mana0 Mana
            Cooldown Time
            1.00 s1.00 s
            Cast Time
            InstantInstant
            • Discharge radius is 2 mDischarge radius is 2 metres

            Fire

            • Discharge radius is 2 mDischarge radius is 2 metres
            • Deals (7 - 209) to (10 - 313) 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 - 209) to (10 - 313) 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

            • Discharge radius is 2 mDischarge radius is 2 metres
            • Deals (1 - 26) to (16 - 496) 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 - 26) to (16 - 496) 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

            Cold

            • Discharge radius is 2 mDischarge radius is 2 metres
            • Deals (6 - 186) to (9 - 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 (6 - 186) to (9 - 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

              Encroaching Ground

              • Support
              • AoE
              • Ground Surfaces
              Support
              Tier 2
              Cost multiplier
              1.1×

              Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.

              • Ground Surfaces created by Supported Skills gain 20 % inc. AoE per second, up to a max of 100 %Ground Surfaces created by Supported Skills gain 20 % increased Area of Effect per second, up to a maximum of 100 %

              Lasting Ground

              • Support
              • Ground Surfaces
              Support
              Base
              Cost multiplier

              Supports Skills that create Ground Surfaces, causing those surfaces to last longer.Supports Skills that create Ground Surfaces, causing those surfaces to last longer.

              • 50 % inc. duration of Ground Surfaces created by Supported Skills50 % increased duration of Ground Surfaces created by Supported Skills

              Persistent Ground

              • Support
              • Ground Surfaces

              A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

              3 variants

              Persistent Ground I · Tier 2

              Cost multiplier 1×

              Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer.Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer.

              • 50 % inc. duration of Ground Surfaces created by Supported Skills50 % increased duration of Ground Surfaces created by Supported Skills
              Persistent Ground II · Tier 3

              Cost multiplier 1×

              Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer and only end when their duration expires.Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer and only end when their duration expires.

              • 50 % inc. duration of Ground Surfaces created by Supported Skills50 % increased duration of Ground Surfaces created by Supported Skills
              • Ground Surfaces created by Supported Skills cannot be destroyed except by expiringGround Surfaces created by Supported Skills cannot be destroyed except by expiring
              Persistent Ground III · Tier 5

              Cost multiplier 1×

              Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the 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.
              Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.
              Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the 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.
              Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.

              • 50 % inc. duration of Ground Surfaces created by Supported Skills50 % increased duration of Ground Surfaces created by Supported Skills
              • Ground Surfaces from Supported Skills apply Suppressive Ground Suppressive Ground inflicts 30 % less 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
                Ground Surfaces from Supported Skills apply Suppressive Ground Suppressive Ground inflicts 30 % less 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
              • Ground Surfaces created by Supported Skills cannot be destroyed except by expiringGround Surfaces created by Supported Skills cannot be destroyed except by expiring

              Rime

              • Support
              • Cold
              • Ground Surfaces
              Support
              Base
              Cost multiplier

              Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily FrozenFrozen

              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
              , but at the cost of some ChillChill

              Chill is an AilmentAilments 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.
              magnitude.
              Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily FrozenFrozen

              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
              , but at the cost of some ChillChill

              Chill is an AilmentAilments 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.
              magnitude.

              • Hits against Enemies in Chilled GroundChilled_Ground

                Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                created by Supported Skills build up FreezeFreeze

                Freeze is an AilmentAilments 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 .
                as though dealing 20 % more Dmg
                Hits against Enemies in Chilled GroundChilled_Ground

                Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                created by Supported Skills build up FreezeFreeze

                Freeze is an AilmentAilments 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 .
                as though dealing 20 % more Damage
              • 30 % less effect of ChillChill

                Chill is an AilmentAilments 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 by Supported Skills
                30 % less effect of ChillChill

                Chill is an AilmentAilments 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 by Supported Skills

              Abiding Hex

              • Support
              • Curse
              • Charges
              Support
              Tier 2
              Cost multiplier

              Supports Curse Skills you cast yourself. Supported Skills will consume PowerPower

              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              on use, gaining significant Curse duration if they do.
              Supports Curse Skills you cast yourself. Supported Skills will consume PowerPower

              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              on use, gaining significant Curse duration if they do.

              • Supported Skills consume a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                on use Supported Skills have 80 % more duration when consuming a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                Supported Skills consume a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                on use Supported Skills have 80 % more duration when consuming a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

              Armour Break

              • Support
              • Physical
              • Charges

              Supports Skills that HitHit

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

              10% increased Physical Damage
              Damage dealt. On Fully Breaking 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.
              with Supported Skills, you have a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              .
              Supports Skills that HitHit

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

              10% increased Physical Damage
              Damage dealt. On Fully Breaking 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.
              with Supported Skills, you have a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              .

              2 variants

              Armour Break II · Tier 3

              Cost multiplier 1×

              • 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 15 % of PhysicalPhysical

                10% increased Physical Damage
                Dmg dealt by Supported Skill
                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 15 % of PhysicalPhysical

                10% increased Physical Damage
                Damage dealt by Supported Skill
              • 15 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.
                15 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.
              Armour Break III · Tier 4

              Cost multiplier 1×

              • 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 20 % of PhysicalPhysical

                10% increased Physical Damage
                Dmg dealt by Supported Skill
                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 20 % of PhysicalPhysical

                10% increased Physical Damage
                Damage dealt by Supported Skill
              • 20 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.
                20 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.

              Break Endurance

              • Support
              • Charges
              Support
              Base
              Cost multiplier

              Supports any skill that Hits enemies, giving it a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when it Fully Breaks 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.
              .
              Supports any skill that Hits enemies, giving it a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when it Fully Breaks 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.
              .

              • 40 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.
                40 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                when Supported Skills Fully 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.

              Charge Profusion

              • Support
              • Charges

              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so.
              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so.

              2 variants

              Charge Profusion I · Tier 1

              Cost multiplier 1.2×

              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so.
              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so.

              • Supported Skills have 30 % chance to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                Supported Skills have 30 % chance to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              Charge Profusion II · Tier 5

              Cost multiplier 1.2×

              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so, as well as a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              of a random type.
              Supports skills that can generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              , giving them a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              when they do so, as well as a chance to generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              of a random type.

              • Supported Skills have 30 % chance to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                Supported Skills have 30 % chance to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              • Supported Skills have 15 % chance to grant an additional random 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                Supported Skills have 15 % chance to grant an additional random 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

              Empowered Sparks

              • Support
              • Projectile
              • Trigger
              • Lightning
              • Duration
              • Charges

              Supports Skills which generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              . When generating PowerPower

              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              with Supported Skills, Empower some of your Attacks to Trigger Spark 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 use.
              Supports Skills which generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              . When generating PowerPower

              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
              with Supported Skills, Empower some of your Attacks to Trigger Spark 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 use.

              2 variants

              Empowered Sparks I · Tier 2

              Cost multiplier 1×

              Support

              • Generating a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                with supported Skills Empowers 3 Attacks
                Generating a PowerPower

                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                with supported Skills Empowers 3 Attacks

              Base

              Level
              (1 - 20)(1 - 20)
              Cost
              0 Mana0 Mana
              Critical Hit Chance
              9.00%9.00%
              Projectile Speed
              10 m/s10 metres per Second
              • Deals (1 - 8) to (7 - 144) 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 - 8) to (7 - 144) 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                the same target no more than once every 0.66 seconds

              Cold-Infused

              • 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                the same target no more than once every 0.66 seconds
              • Deals (5 - 122) to (7 - 182) 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 - 122) to (7 - 182) 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 - 8) to (7 - 144) 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 - 8) to (7 - 144) 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
                Empowered Sparks II · Tier 4

                Cost multiplier 1×

                Support

                • Generating a PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  with supported Skills Empowers 3 Attacks
                  Generating a PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  with supported Skills Empowers 3 Attacks

                Base

                Level
                (1 - 20)(1 - 20)
                Cost
                0 Mana0 Mana
                Critical Hit Chance
                9.00%9.00%
                Projectile Speed
                10 m/s10 metres per Second
                • Deals (1 - 8) to (7 - 144) 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 - 8) to (7 - 144) 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 .
                  (6 - 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 .
                  (6 - 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.
                • 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  the same target no more than once every 0.66 seconds

                Cold-Infused

                • 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  the same target no more than once every 0.66 seconds
                • Deals (5 - 122) to (7 - 182) 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 - 122) to (7 - 182) 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 - 8) to (7 - 144) 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 - 8) to (7 - 144) 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 .
                  (14 - 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.
                  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 .
                  (14 - 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.
                  in a circle

                  Enduring Impact

                  • Support
                  • Charges

                  Supports any skill that Hits enemies, giving it a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  when 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                  .
                  Supports any skill that Hits enemies, giving it a chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  when 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                  .

                  2 variants

                  Enduring Impact I · Tier 1

                  Cost multiplier 1×

                  • 30 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when Heavily Stunning a non-Unique Enemy with Supported Skills
                    30 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when Heavily Stunning a non-Unique Enemy with Supported Skills
                  • 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 Conversion . Damage over time cannot benefit from damage Gain.
                    1 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Heavily Stunning a Unique Enemy with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    1 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Heavily Stunning a Unique Enemy with Supported Skill
                  Enduring Impact II · Tier 4

                  Cost multiplier 1×

                  • 30 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when Heavily Stunning a non-Unique Enemy with Supported Skills
                    30 % chance to gain 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when Heavily Stunning a non-Unique Enemy with Supported Skills
                  • 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Heavily Stunning a Unique Enemy with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Heavily Stunning a Unique Enemy with Supported Skill

                  Enraged Warcry

                  • Support
                  • Warcry
                  • Charges

                  Supports WarcriesWarcries

                  Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                  , causing them to 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 bypass their usual Cooldown.
                  Supports WarcriesWarcries

                  Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                  , causing them to 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 bypass their usual Cooldown.

                  2 variants

                  Enraged Warcry I · Tier 4

                  Cost multiplier 1×

                  • Supported WarcriesWarcries

                    Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                    spend 20 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 bypass their Cooldown, instead of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported WarcriesWarcries

                    Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                    spend 20 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 bypass their Cooldown, instead of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  Enraged Warcry II · Tier 5

                  Cost multiplier 1×

                  • Supported WarcriesWarcries

                    Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                    spend 15 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 bypass their Cooldown, instead of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported WarcriesWarcries

                    Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                    spend 15 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 bypass their Cooldown, instead of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                  Ferocity

                  • Support
                  • Charges
                  Support
                  Base
                  Cost multiplier

                  Supports Skills that you use yourself. Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use if possible, and will gain significant Skill SpeedSkill_Speed

                  Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                  if they do. Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  .
                  Supports Skills that you use yourself. Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use if possible, and will gain significant Skill SpeedSkill_Speed

                  Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                  if they do. Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  .

                  • Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  • Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use if possible Supported Skills have 40 % more Skill SpeedSkill_Speed

                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                    when consuming 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use if possible Supported Skills have 40 % more Skill SpeedSkill_Speed

                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                    when consuming 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                  Jagged Ground

                  • Support
                  • Attack
                  • AoE
                  • Melee
                  • Slam
                  • Duration
                  • Charges
                  Support
                  Tier 2
                  Cost multiplier
                  1.2×

                  Supports Slam skills. Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use to create Jagged GroundJagged_Ground

                  Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                  .
                  Supports Slam skills. Supported Skills will consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use to create Jagged GroundJagged_Ground

                  Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                  .

                  • Supported Skills consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Use
                    Supported Skills consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on Use
                  • Supported Skills create Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    when consuming 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills create Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    when consuming 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  • Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    lasts 4 seconds
                    Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    lasts 4 seconds

                  Perfected Endurance

                  • Support
                  • Channelling
                  • Charges
                  Support
                  Tier 4
                  Cost multiplier

                  Supports skills which have a benefit for 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.
                  . Supported Skills grant at least one 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  when Hitting an enemy 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.
                  .
                  Supports skills which have a benefit for 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.
                  . Supported Skills grant at least one 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  when Hitting an enemy 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.
                  .

                  • 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when hitting an Enemy with Supported Skill when Perfectly Timed
                    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 Conversion . Damage over time cannot benefit from damage Gain.
                    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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    when hitting an Enemy with Supported Skill when Perfectly Timed

                  Perpetual Charge

                  • Support
                  • Charges
                  Support
                  Tier 1
                  Cost multiplier
                  1.3×

                  Supports skills that consume PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                  , Frenzy 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use, giving them a chance not to remove 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  while still gaining the benefits of consuming them.
                  Supports skills that consume PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                  , Frenzy 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use, giving them a chance not to remove 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  while still gaining the benefits of consuming them.

                  • Supported Skills have 25 % 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    but still count as consuming them
                    Supported Skills have 25 % 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    but still count as consuming them

                  Potential

                  • Support
                  • Charges
                  Support
                  Base
                  Cost multiplier

                  Supports Skills that you use yourself. Supported Skills will consume a PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use if possible, and will be much more likely to Critically HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  if they do. Supported Skills cannot generate PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  .
                  Supports Skills that you use yourself. Supported Skills will consume a PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use if possible, and will be much more likely to Critically HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  if they do. Supported Skills cannot generate PowerPower

                  Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  .

                  • Supported Skills cannot generate PowerPower

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills cannot generate PowerPower

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  • Supported Skills will consume a PowerPower

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use if possible Supported Skills have 40 % more chance to Critically HitHit

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

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills will consume a PowerPower

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use if possible Supported Skills have 40 % more chance to Critically HitHit

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

                    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                  Rally

                  • Support
                  • Attack
                  • Melee
                  • Charges
                  Support
                  Base
                  Cost multiplier

                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills ConsumeConsume

                  Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                  all 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use, causing you to restore a percentage of your maximum Life for 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  Consumed .
                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills ConsumeConsume

                  Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                  all 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use, causing you to restore a percentage of your maximum Life for 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  Consumed .

                  • Supported Skills ConsumeConsume

                    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use Supported Skills restore 10 % of your max Life on use 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Consumed this way
                    Supported Skills ConsumeConsume

                    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use Supported Skills restore 10 % of your maximum Life on use 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Consumed this way
                  • Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills cannot generate 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                  Retort

                  • Support
                  • Attack
                  • Charges
                  Support
                  Tier 2
                  Cost multiplier

                  Supports Attacks you use or Trigger yourself, causing them to ConsumeConsume

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

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

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  to 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  . Cannot support Skills which already 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 Parried DebuffParriedDebuff

                  Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
                  .
                  Supports Attacks you use or Trigger yourself, causing them to ConsumeConsume

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

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

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  to 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  . Cannot support Skills which already 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 Parried DebuffParriedDebuff

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

                  • Supported Skills ConsumeConsume

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

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

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    Supported Skills ConsumeConsume

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

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

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    to grant 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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                  Tumult

                  • Support
                  • Physical
                  • Charges
                  Support
                  Base
                  Cost multiplier

                  Supports Skills you use yourself which can cause Damaging Hits . Supported Skills consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use to powerfully 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.
                  .
                  Supports Skills you use yourself which can cause Damaging Hits . Supported Skills consume 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                  on use to powerfully 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.
                  .

                  • Supported Skills ConsumeConsume

                    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use 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.
                    equal to 50 % of PhysicalPhysical

                    10% increased Physical Damage
                    Dmg dealt
                    Supported Skills ConsumeConsume

                    Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                    on use 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.
                    equal to 50 % of PhysicalPhysical

                    10% increased Physical Damage
                    Damage dealt

                  Bidding

                  • Support
                  • Minion
                  • Command
                  • Cooldown

                  Supports Minion Skills. Supported Minions have 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 with Command Skills.
                  Supports Minion Skills. Supported Minions have 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 with Command Skills.

                  3 variants

                  Bidding I · Tier 2

                  Cost multiplier 1.3×

                  Supports Minion Skills. Supported Minions deal more damage and have 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 with Command Skills.
                  Supports Minion Skills. Supported Minions deal more damage and have 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 with Command Skills.

                  • Supported Minions have 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 for Command Skills
                    Supported Minions have 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 for Command Skills
                  • Supported Minions' Command Skills deal 20 % more DmgSupported Minions' Command Skills deal 20 % more Damage
                  Bidding II · Tier 4

                  Cost multiplier 1×

                  Supports Minion Skills. Supported Minions deal more damage and have 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 with Command Skills.
                  Supports Minion Skills. Supported Minions deal more damage and have 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 with Command Skills.

                  • Supported Minions have 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 for Command Skills
                    Supported Minions have 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 for Command Skills
                  • Supported Minions' Command Skills deal 30 % more DmgSupported Minions' Command Skills deal 30 % more Damage
                  Bidding III · Tier 5

                  Cost multiplier 1×

                  Supports Minion Skills. Supported Minions have significantly 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 with Command Skills.
                  Supports Minion Skills. Supported Minions have significantly 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 with Command Skills.

                  • Supported Minions have 80 % 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 for Command Skills
                    Supported Minions have 80 % 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 for Command Skills

                  Commandment

                  • Support
                  • Minion
                  • Command
                  • Cooldown
                  Support
                  Base
                  Cost multiplier

                  Supports Minions which have Command Skills. Supported Minions have massively increased cooldown recovery speed for Command Skills they use, but deal no damage with non- Command Skills.Supports Minions which have Command Skills. Supported Minions have massively increased cooldown recovery speed for Command Skills they use, but deal no damage with non- Command Skills.

                  • Supported Minions 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 for Command Skills
                    Supported Minions 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 for Command Skills
                  • Supported Minions deal 100 % less Dmg with non-command SkillsSupported Minions deal 100 % less Damage with non-command Skills

                  Cooldown Recovery

                  • Support
                  • Cooldown

                  Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover . Cannot modify the skills of minions.Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover . Cannot modify the skills of minions.

                  2 variants

                  Cooldown Recovery I · Tier 3

                  Cost multiplier 1.3×

                  • Supported Skills have 25 % inc. cooldown recovery rateSupported Skills have 25 % increased cooldown recovery rate
                  Cooldown Recovery II · Tier 4

                  Cost multiplier 1.3×

                  • Supported Skills have 30 % inc. cooldown recovery rateSupported Skills have 30 % increased cooldown recovery rate

                  Grants Cooldown

                  • Support
                  • Cooldown

                  Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  , but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
                  Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  , but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.

                  4 variants

                  Excise · Tier 2

                  Cost multiplier 1×

                  • Supported Skills have 40 % more chance to Critically HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    Supported Skills have 40 % more chance to Critically HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  • Supported Skills have a Cooldown of 8 secondsSupported Skills have a Cooldown of 8 seconds
                  Execrate · Tier 3

                  Cost multiplier 1×

                  Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict AilmentsAilments

                  Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                  on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
                  Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict AilmentsAilments

                  Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                  on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.

                  • Supported Skills have 100 % more chance to inflict AilmentsAilments

                    Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                    Supported Skills have 100 % more chance to inflict AilmentsAilments

                    Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                  • Supported Skills have a Cooldown of 8 secondsSupported Skills have a Cooldown of 8 seconds
                  Expanse · Tier 1

                  Cost multiplier 1×

                  Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.

                  • Supported Skills have 50 % inc. AoESupported Skills have 50 % increased Area of Effect
                  • Supported Skills have a Cooldown of 8 secondsSupported Skills have a Cooldown of 8 seconds
                  Hourglass · Tier 1

                  Cost multiplier 1×

                  Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.

                  • Supported Skills deal 30 % more DmgSupported Skills deal 30 % more Damage
                  • Supported Skills have a Cooldown of 10 secondsSupported Skills have a Cooldown of 10 seconds

                  Second Wind

                  • Support
                  • Cooldown

                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta, instant, or Triggered SkillsTriggered_Skills

                  Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
                  , and cannot modify the Skills of Minions.
                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta, instant, or Triggered SkillsTriggered_Skills

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

                  3 variants

                  Second Wind I · Tier 2

                  Cost multiplier 1.5×

                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

                  Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
                  , and cannot modify the Skills of Minions .
                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

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

                  • Supported Skills have 50 % less 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 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 twice as many Cooldown UsesSupported Skills have twice as many Cooldown Uses
                  Second Wind II · Tier 4

                  Cost multiplier 1.5×

                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

                  Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
                  , and cannot modify the Skills of Minions .
                  Supports Skills which have a cooldown, giving them extra uses of that cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

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

                  • Supported Skills have 40 % less 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 40 % less 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 twice as many Cooldown UsesSupported Skills have twice as many Cooldown Uses
                  Second Wind III · Tier 5

                  Cost multiplier 1.5×

                  Supports Skills which have a cooldown, giving them extra uses of that cooldown and causing them to recover your Life when a Skill is used and goes on cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

                  Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
                  , and cannot modify the Skills of Minions .
                  Supports Skills which have a cooldown, giving them extra uses of that cooldown and causing them to recover your Life when a Skill is used and goes on cooldown. Cannot support Meta , instant, or Triggered SkillsTriggered_Skills

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

                  • Supported Skills have 40 % less 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 40 % less 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
                  • When a Supported Skill is used and goes on cooldown, recover 1 % of max Life per second of cooldownWhen a Supported Skill is used and goes on cooldown, recover 1 % of maximum Life per second of cooldown
                  • Supported Skills have twice as many Cooldown UsesSupported Skills have twice as many Cooldown Uses

                  Aftershock

                  • Support
                  • Attack
                  • Melee
                  • Slam

                  A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                  4 variants

                  Aftershock I · Tier 2

                  Cost multiplier 1×

                  Supports Slams you use yourself, giving them a chance to create an 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.
                  .
                  Supports Slams you use yourself, giving them a chance to create an 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.
                  .

                  • Supported skills have 25 % 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.
                    Supported skills have 25 % 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.
                  Aftershock III · Tier 3

                  Cost multiplier 1×

                  Supports Slam Skills. Supported Skills a chance to create an 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.
                  as well as increased chance to cause 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.
                  the longer their Attack time
                  Supports Slam Skills. Supported Skills a chance to create an 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.
                  as well as increased chance to cause 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.
                  the longer their Attack time

                  • Supported Skills have 15 % inc. chance to cause 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.
                    for every quarter second of Attack time
                    Supported Skills have 15 % increased chance to cause 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.
                    for every quarter second of Attack time
                  • Supported skills have 15 % 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.
                    Supported skills have 15 % 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.
                  Aftershock II · Tier 4

                  Cost multiplier 1×

                  Supports Slams you use yourself, giving them a chance to create an 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.
                  .
                  Supports Slams you use yourself, giving them a chance to create an 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.
                  .

                  • Supported skills have 35 % 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.
                    Supported skills have 35 % 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.
                  Tectonic Slams · Tier 2

                  Cost multiplier 1.3×

                  Supports Slams you use yourself, causing them to create simultaneous 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.
                  behind the Slam , but lowering 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.
                  damage and area of effect with Supported Skills. Cannot Support Skills which create Fissures.
                  Supports Slams you use yourself, causing them to create simultaneous 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.
                  behind the Slam , but lowering 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.
                  damage and area of effect with Supported Skills. Cannot Support Skills which create Fissures.

                  • Supported Skills have 30 % less 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.
                    area of effect
                    Supported Skills have 30 % less 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.
                    area of effect
                  • Supported Skills deal 45 % less damage with 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.
                    Supported Skills deal 45 % less damage with 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.
                  • Supported Skills cause 1 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.
                    ahead and to each side of the initial area
                    Supported Skills cause 1 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.
                    ahead and to each side of the initial area
                  • Supported Skills have 15 % less Atk SpeedSupported Skills have 15 % less Attack Speed

                  Fist of War

                  • Support
                  • Attack
                  • Melee
                  • Slam

                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  .
                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

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

                  3 variants

                  Fist of War I · Tier 1

                  Cost multiplier 1.5×

                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds.
                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds.

                  • Attacks with Supported Skill are Ancestrally Boosted , no more than once every 6 secondsAttacks with Supported Skill are Ancestrally Boosted , no more than once every 6 seconds
                  Fist of War II · Tier 3

                  Cost multiplier 1.5×

                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds.
                  Supports Slams you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds.

                  • Attacks with Supported Skill are Ancestrally Boosted , no more than once every 4 secondsAttacks with Supported Skill are Ancestrally Boosted , no more than once every 4 seconds
                  Fist of War III · Tier 5

                  Cost multiplier 2×

                  Supports Slams you use yourself, providing a very powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  infrequently.
                  Supports Slams you use yourself, providing a very powerful Ancestral BoostAncestral_Boost

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

                  • Attacks with Supported Skill are Ancestrally Boosted , no more than once every 14 secondsAttacks with Supported Skill are Ancestrally Boosted , no more than once every 14 seconds
                  • Ancestral BoostAncestral_Boost

                    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                    has double effect on Supported Skills
                    Ancestral BoostAncestral_Boost

                    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                    has double effect on Supported Skills

                  Jagged Ground

                  • Support
                  • Attack
                  • AoE
                  • Melee
                  • Duration
                  • Slam
                  Support
                  Tier 5
                  Cost multiplier
                  1.2×

                  Supports Slam skills. 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.
                  caused by Supported Slam Skills always create patches of Jagged GroundJagged_Ground

                  Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                  .
                  Supports Slam skills. 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.
                  caused by Supported Slam Skills always create patches of Jagged GroundJagged_Ground

                  Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                  .

                  • 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.
                    caused by Supported Skills create Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    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.
                    caused by Supported Skills create Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                  • Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    lasts 4 seconds
                    Jagged GroundJagged_Ground

                    Jagged Ground SlowsSlow the movement speed of enemies in its area by 20%.
                    lasts 4 seconds

                  Reverberate

                  • Support
                  • Attack
                  • Melee
                  • Slam
                  Support
                  Base
                  Cost multiplier
                  1.2×

                  Supports Slam Skills. Supported Skills that have a chance to 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.
                  have increased chance to cause 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.
                  the longer their Attack time.
                  Supports Slam Skills. Supported Skills that have a chance to 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.
                  have increased chance to cause 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.
                  the longer their Attack time.

                  • Supported Skills have 15 % inc. chance to cause 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.
                    for every quarter second of Attack time
                    Supported Skills have 15 % increased chance to cause 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.
                    for every quarter second of Attack time

                  Syzygy

                  • Support
                  • Attack
                  • Melee
                  • Fire
                  • Slam
                  Support
                  Tier 4
                  Cost multiplier

                  Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing BlowsCrushingBlow

                  Crushing Blows cause a Heavy StunHeavy_Stun on enemies that are Primed for StunStun .
                  against Enemies which are both Ignited and 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 . Hits with Supported Skills that Heavily StunStun

                  Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                  Ignited and 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 Enemies will IntimidateIntimidate

                  Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
                  them.
                  Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing BlowsCrushingBlow

                  Crushing Blows cause a Heavy StunHeavy_Stun on enemies that are Primed for StunStun .
                  against Enemies which are both Ignited and 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 . Hits with Supported Skills that Heavily StunStun

                  Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                  Ignited and 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 Enemies will IntimidateIntimidate

                  Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
                  them.

                  • Hits from Supported Skills are considered Crushing BlowsCrushingBlow

                    Crushing Blows cause a Heavy StunHeavy_Stun on enemies that are Primed for StunStun .
                    against Ignited and 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 Enemies
                    Hits from Supported Skills are considered Crushing BlowsCrushingBlow

                    Crushing Blows cause a Heavy StunHeavy_Stun on enemies that are Primed for StunStun .
                    against Ignited and 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 Enemies
                  • Heavily Stunning Enemies which are Ignited and 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 with Supported Skills will permanently IntimidateIntimidate

                    Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
                    them
                    Heavily Stunning Enemies which are Ignited and 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 with Supported Skills will permanently IntimidateIntimidate

                    Intimidate is a DebuffDebuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
                    them

                  Tremors

                  • Support
                  • Attack
                  • Melee
                  • Slam
                  Support
                  Base
                  Cost multiplier

                  Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause 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.
                  , but deal less Damage.
                  Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause 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.
                  , but deal less Damage.

                  • Supported Skills have 30 % 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.
                    Supported Skills have 30 % 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.
                  • Supported Skills have 15 % chance to cause two additional 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.
                    Supported Skills have 15 % chance to cause two additional 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.
                  • Supported Skills have 10 % chance to cause three additional 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.
                    Supported Skills have 10 % chance to cause three additional 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.
                  • Supported Skills deal 35 % less DmgSupported Skills deal 35 % less Damage

                  Boundless Energy

                  • Support
                  • Meta

                  Supports Meta Skills. Supported Skills generate EnergyEnergy

                  Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  significantly faster.
                  Supports Meta Skills. Supported Skills generate EnergyEnergy

                  Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  significantly faster.

                  2 variants

                  Boundless Energy I · Tier 2

                  Cost multiplier 1.15×

                  • Supported Skills gain 35 % 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                    Supported Skills gain 35 % 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  Boundless Energy II · Tier 4

                  Cost multiplier 1.15×

                  • Supported Skills gain 45 % 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                    Supported Skills gain 45 % 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.

                  Energy Capacitor

                  • Support
                  • Meta
                  Support
                  Tier 3
                  Cost multiplier
                  1.3×

                  Supports Invocation Skills which Trigger other Skills. Supported Skills have significantly higher 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  .
                  Supports Invocation Skills which Trigger other Skills. Supported Skills have significantly higher 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  .

                  • Supported Meta GemsMeta_Gems

                    Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function. Meta Gems can never be socketed into other Meta Gems.
                    have 80 % inc. 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                    Supported Meta GemsMeta_Gems

                    Meta Gems are Skill Gems that other Skill Gems can be socketed into. They can use, Trigger , or otherwise apply the effects of those other Skill Gems. Skill Gems and Support Gems can be socketed into Meta Gems interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function. Meta Gems can never be socketed into other Meta Gems.
                    have 80 % increased 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 Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.

                  Energy Retention

                  • Support
                  • Trigger
                  • Meta
                  Support
                  Tier 3
                  Cost multiplier
                  1.1×

                  Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of EnergyEnergy

                  Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  cost when Triggering or Invoking other Skills.
                  Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of EnergyEnergy

                  Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                  cost when Triggering or Invoking other Skills.

                  • Skills Triggered by Supported Meta Skills have 35 % chance to refund half of their EnergyEnergy

                    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                    cost
                    Skills Triggered by Supported Meta Skills have 35 % chance to refund half of their EnergyEnergy

                    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
                    cost

                  Ancestral Call

                  • Support
                  • Attack
                  • Melee
                  • Strike

                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits , but will be Ancestrally Boosted when used. After use, this Blocked HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits , but will be Ancestrally Boosted when used. After use, this Blocked HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.

                  4 variants

                  Ancestral Aid · Ancestral Aid

                  Cost multiplier 1×

                  • Supported Skills cannot be used until you have Blocked 3 HitsSupported Skills cannot be used until you have Blocked 3 Hits
                  • Supported StrikesStrike

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

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    are Ancestrally Boosted
                  Ancestral Call III · Tier 3

                  Cost multiplier 1.2×

                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every second, at the cost of a damage penalty. Cannot Support Channelled Skills and does not modify Skills used by Minions .
                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every second, at the cost of a damage penalty. Cannot Support Channelled Skills and does not modify Skills used by Minions .

                  • Supported Skills are Ancestrally Boosted once every 1 secondSupported Skills are Ancestrally Boosted once every 1 second
                  • Supported Skills deal 30 % less DmgSupported Skills deal 30 % less Damage
                  Ancestral Call I · Tier 4

                  Cost multiplier 1.2×

                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions .
                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions .

                  • Supported Skills are Ancestrally Boosted once every 5 secondsSupported Skills are Ancestrally Boosted once every 5 seconds
                  Ancestral Call II · Tier 5

                  Cost multiplier 1.2×

                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions .
                  Supports StrikesStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  you use yourself, providing a powerful Ancestral BoostAncestral_Boost

                  An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted StrikeStrike will target 2 additional Enemies. Triggered SkillsTriggered_Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being EmpoweredEmpowered .
                  every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions .

                  • Supported Skills are Ancestrally Boosted once every 3 secondsSupported Skills are Ancestrally Boosted once every 3 seconds

                  Barbs

                  • Support
                  • Attack
                  • Melee
                  • Strike

                  Supports 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 Unarmed 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.
                  Skills. After you Retaliate with 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, you also deal your 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 to enemies you HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  with Supported Skills.
                  Supports 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 Unarmed 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.
                  Skills. After you Retaliate with 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, you also deal your 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 to enemies you HitHit

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

                  3 variants

                  Barbs I · Tier 3

                  Cost multiplier 1.2×

                  • Deal your 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 to the next 4 enemies HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    by Supported Skills after you Retaliate with 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.
                    Deal your 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 to the next 4 enemies HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    by Supported Skills after you Retaliate with 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.
                  Barbs II · Tier 5

                  Cost multiplier 1.2×

                  • Deal your 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 to the next 6 enemies HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    by Supported Skills after you Retaliate with 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.
                    Deal your 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 to the next 6 enemies HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    by Supported Skills after you Retaliate with 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.
                  Barbs III · Tier 5

                  Cost multiplier 1.2×

                  Supports 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 Unarmed 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.
                  Skills. After you Retaliate with 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, you also deal your 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 twice to enemies you HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  with Supported Skills.
                  Supports 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 Unarmed 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.
                  Skills. After you Retaliate with 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, you also deal your 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 twice to enemies you HitHit

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

                  • Deal your 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 twice to the next enemy HitHit

                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    by Supported Skills after you Retaliate with 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.
                    Deal your 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 twice to the next enemy HitHit

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

                  Behead

                  • Support
                  • Attack
                  • Melee
                  • Strike

                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal x Modifiers from Rare monsters they kill.
                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal x Modifiers from Rare monsters they kill.

                  2 variants

                  Behead I · Tier 2

                  Cost multiplier 1×

                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal a Modifier from Rare monsters they kill.
                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal a Modifier from Rare monsters they kill.

                  • Killing BlowsKilling_Blow

                    A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                    from Supported StrikeStrike

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills against Rare monsters grant one of their Modifiers for 20 seconds
                    Killing BlowsKilling_Blow

                    A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                    from Supported StrikeStrike

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills against Rare monsters grant one of their Modifiers for 20 seconds
                  Behead II · Tier 3

                  Cost multiplier 1×

                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal two Modifiers from Rare monsters they kill.
                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  skills, causing them to steal two Modifiers from Rare monsters they kill.

                  • Killing BlowsKilling_Blow

                    A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                    from Supported StrikeStrike

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills against Rare monsters grant two of their Modifiers for 20 seconds
                    Killing BlowsKilling_Blow

                    A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                    from Supported StrikeStrike

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills against Rare monsters grant two of their Modifiers for 20 seconds

                  Combo Finisher

                  • Support
                  • Attack
                  • Melee
                  • Conditional
                  • Strike

                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal more damage. Cannot support skills which already 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 .
                  .
                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal more damage. Cannot support skills which already 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 .
                  .

                  2 variants

                  Combo Finisher I · Tier 1

                  Cost multiplier 1×

                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal more damage. Cannot support skills which already 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 .
                  .
                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal more damage. Cannot support skills which already 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 .
                  .

                  • Supported Skills lose 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 they generate 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 4 seconds
                    Supported Skills lose 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 they generate 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 4 seconds
                  • Supported Skills deal 25 % more DmgSupported Skills deal 25 % more Damage
                  • Supported Skills require 3 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
                    Supported Skills require 3 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
                  Combo Finisher II · Tier 3

                  Cost multiplier 1×

                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal massively more damage. Cannot support skills which already 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 .
                  .
                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                  Attacks you use yourself. Supported Skills cannot be used until enough 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 .
                  has been built up, but deal massively more damage. Cannot support skills which already 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 .
                  .

                  • Supported Skills lose 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 they generate 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 4 seconds
                    Supported Skills lose 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 they generate 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 4 seconds
                  • Supported Skills deal 40 % more DmgSupported Skills deal 40 % more Damage
                  • Supported Skills require 5 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
                    Supported Skills require 5 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

                  Crescendo

                  • Support
                  • Attack
                  • Melee
                  • Strike

                  A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                  3 variants

                  Crescendo I · Tier 1

                  Cost multiplier 1.2×

                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, allowing you to use the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  twice in succession.
                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, allowing you to use the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  twice in succession.

                  • Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills can be performed twice in succession
                    Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills can be performed twice in succession
                  Crescendo II · Tier 4

                  Cost multiplier 1.2×

                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, allowing you to use the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  twice in succession, and causing Non-Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  Attacks to be faster.
                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, allowing you to use the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  twice in succession, and causing Non-Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  Attacks to be faster.

                  • Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills can be performed twice in succession
                    Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills can be performed twice in succession
                  • Attacks with Supported Skills that are not Final StrikesFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    have 15 % more Atk Speed
                    Attacks with Supported Skills that are not Final StrikesFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    have 15 % more Attack Speed
                  Crescendo III · Tier 5

                  Cost multiplier 1.2×

                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, causing the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  to be Ancestrally Boosted .
                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, causing the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  to be Ancestrally Boosted .

                  • Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skill is Ancestrally Boosted
                    Final StrikeFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skill is Ancestrally Boosted

                  Impact Shockwave

                  • Support
                  • Attack
                  • AoE
                  • Melee
                  • Strike
                  Support
                  Tier 1
                  Cost multiplier

                  Supports 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 Unarmed 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.
                  Skills and Wind Attack Skills, causing them to create an 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.
                  that damages enemies around the target when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                  an enemy.
                  Supports 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 Unarmed 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.
                  Skills and Wind Attack Skills, causing them to create an 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.
                  that damages enemies around the target when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                  an enemy.

                  • Supported Skills cause an 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.
                    when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy, Damaging other enemies within 1.5 m 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.
                    caused this way cannot StunStun

                    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                    Supported Skills cause an 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.
                    when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy, Damaging other enemies within 1.5 metres 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.
                    caused this way cannot StunStun

                    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.

                  Minion Area of Effect

                  • Support
                  • Attack
                  • Minion
                  • Melee
                  • Strike

                  Supports Skills which create Minions which StrikeStrike

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

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .
                  Supports Skills which create Minions which StrikeStrike

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

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .

                  2 variants

                  Minion Splash I · Tier 2

                  Cost multiplier 1.1×

                  Supports Skills which create Minions which StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  , causing those Minions ' StrikesStrike

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .
                  Supports Skills which create Minions which StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  , causing those Minions ' StrikesStrike

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .

                  • Supported Minions ' StrikesStrike

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

                    StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                    Supported Minions ' StrikesStrike

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

                    StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  Minion Splash II · Tier 5

                  Cost multiplier 1.1×

                  Supports Skills which create Minions which StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  , increasing their Area of Effect and causing those Minions ' StrikesStrike

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .
                  Supports Skills which create Minions which StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  , increasing their Area of Effect and causing those Minions ' StrikesStrike

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

                  StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                  .

                  • Minions have 20 % inc. AoEMinions have 20 % increased Area of Effect
                  • Supported Minions ' StrikesStrike

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

                    StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.
                    Supported Minions ' StrikesStrike

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

                    StrikeStrike Skills can be made to deal Splash damage when hitting an enemy, causing an additional HitHit to other enemies around the one hit by the StrikeStrike . The base radius of Splash damage is 1.5 metres.

                  Practiced Combo

                  • Support
                  • Attack
                  • Melee
                  • Strike
                  Support
                  Tier 3
                  Cost multiplier

                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  Skills. Supported Skills have a chance to build additional 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 .
                  on HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  . Cannot support Skills used by Minions .
                  Supports StrikeStrike

                  A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                  Skills. Supported Skills have a chance to build additional 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 .
                  on HitHit

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

                  • Supported StrikeStrike

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills have a 40 % chance to build an additional 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 .
                    on HitHit

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

                    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                    Skills have a 40 % chance to build an additional 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 .
                    on HitHit

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

                  Rending Apex

                  • Support
                  • Attack
                  • Melee
                  • Strike
                  Support
                  Tier 3
                  Cost multiplier

                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, causing the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  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.
                  based on a portion of Attack damage dealt.
                  Supports StrikesStrike

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

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  at the end of a combination of attacks, causing the Final StrikeFinal_Strike

                  Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                  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.
                  based on a portion of Attack damage dealt.

                  • Final StrikesFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills 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 75 % of Atk Dmg dealt
                    Final StrikesFinal_Strike

                    Skills that meet this requirement use the term "Final StrikeStrike" to refer to the last strike of their sequence.
                    of Supported Skills 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 75 % of Attack Damage dealt

                  Volcanic Eruption

                  • Support
                  • Attack
                  • AoE
                  • Melee
                  • Projectile
                  • Trigger
                  • Fire
                  • Strike
                  Support
                  Tier 2
                  Cost multiplier
                  1.2×

                  Supports 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 Unarmed 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.
                  Skills you use yourself. Supported Skills trigger Volcanic Eruption on HitHit

                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                  against Ignited Enemies.
                  Supports 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 Unarmed 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.
                  Skills you use yourself. Supported Skills trigger Volcanic Eruption on HitHit

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

                  Support

                  • Supported 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 on Hitting Ignited Enemies
                    Supported 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 on Hitting Ignited Enemies

                  Volcanic Eruption

                  Cost
                  0 Mana0 Mana
                  Cooldown Time
                  0.40 s0.40 s
                  Projectile Speed
                  4 m/s4 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
                  • Atk Dmg of this skill is 20 % of Default Atk DmgAttack Damage of this skill is 20 % of Default Attack 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 .
                    4 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 .
                    4 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.

                    Fresh Clip

                    • Support
                    • Other

                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last x seconds.
                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last x seconds.

                    2 variants

                    Fresh Clip I · Tier 2

                    Cost multiplier 1×

                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.

                    • Supported 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.
                      Skills deal 1 % more Dmg for each bolt Reloaded by that skill in the past 6 seconds
                      Supported 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 deal 1 % more Damage for each bolt Reloaded by that skill in the past 6 seconds
                    Fresh Clip II · Tier 4

                    Cost multiplier 1×

                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last 8 seconds.
                    Supports 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, granting them more damage for each bolt reloaded by that Skill in the last 8 seconds.

                    • Supported 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.
                      Skills deal 1 % more Dmg for each bolt Reloaded by that skill in the past 8 seconds
                      Supported 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 deal 1 % more Damage for each bolt Reloaded by that skill in the past 8 seconds

                    Ammo Conservation

                    • Support
                    • Projectile
                    • Ammunition

                    Supports 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 .
                    , granting a chance to not consume a Bolt when firing.
                    Supports 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 .
                    , granting a chance to not consume a Bolt when firing.

                    3 variants

                    Ammo Conservation I · Tier 2

                    Cost multiplier 1×

                    • Bolts fired by Supported 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.
                      Attacks have 20 % chance to not expend Ammunition
                      Bolts fired by Supported 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 have 20 % chance to not expend Ammunition
                    Ammo Conservation II · Tier 4

                    Cost multiplier 1×

                    • Bolts fired by Supported 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.
                      Attacks have 25 % chance to not expend Ammunition
                      Bolts fired by Supported 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 have 25 % chance to not expend Ammunition
                    Ammo Conservation III · Tier 5

                    Cost multiplier 1×

                    Supports 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 .
                    , granting a chance to not consume a Bolt when firing, at the cost of Reload speed.
                    Supports 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 .
                    , granting a chance to not consume a Bolt when firing, at the cost of Reload speed.

                    • Bolts fired by Supported 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.
                      Attacks have 30 % chance to not expend Ammunition
                      Bolts fired by Supported 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 have 30 % chance to not expend Ammunition
                    • Supported Skills have 20 % less Reload speedSupported Skills have 20 % less Reload speed

                    Auto Reload

                    • Support
                    • Projectile
                    • Ammunition
                    Support
                    Base
                    Cost multiplier

                    Supports 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 .
                    , causing them to automatically reload when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy.
                    Supports 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 .
                    , causing them to automatically reload when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy.

                    • Supported Skills reload automatically when Heavy Stunning an enemy with themSupported Skills reload automatically when Heavy Stunning an enemy with them

                    Double Barrel

                    • Support
                    • Projectile
                    • Ammunition

                    Supports 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 .
                    , causing them to load an extra bolt at the cost of reload speed.
                    Supports 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 .
                    , causing them to load an extra bolt at the cost of reload speed.

                    3 variants

                    Double Barrel I · Tier 1

                    Cost multiplier 1.1×

                    • Supported Skills have 30 % less Reload SpeedSupported Skills have 30 % less Reload Speed
                    • Supported Skills load an additional boltSupported Skills load an additional bolt
                    Double Barrel II · Tier 2

                    Cost multiplier 1.1×

                    • Supported Skills have 20 % less Reload SpeedSupported Skills have 20 % less Reload Speed
                    • Supported Skills load an additional boltSupported Skills load an additional bolt
                    Double Barrel III · Tier 5

                    Cost multiplier 1.1×

                    Supports 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 .
                    , causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy.
                    Supports 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 .
                    , causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                    an enemy.

                    • Supported Skills reload automatically when Heavy Stunning an enemy with themSupported Skills reload automatically when Heavy Stunning an enemy with them
                    • Supported Skills have 20 % less Reload SpeedSupported Skills have 20 % less Reload Speed
                    • Supported Skills load an additional boltSupported Skills load an additional bolt

                    Nimble Reload

                    • Support
                    • Projectile
                    • Ammunition
                    Support
                    Tier 4
                    Cost multiplier

                    Supports 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 .
                    , causing them to Reload bolts significantly faster.
                    Supports 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 .
                    , causing them to Reload bolts significantly faster.

                    • Supported Skills have 60 % inc. 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.
                      Reload Speed
                      Supported Skills have 60 % increased 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.
                      Reload Speed

                    Streamlined Rounds

                    • Support
                    • Projectile
                    • Ammunition
                    Support
                    Tier 3
                    Cost multiplier
                    1.2×

                    Supports 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 .
                    . Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
                    Supports 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 .
                    . Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.

                    • Supported Skills have 50 % more Attack speedSupported Skills have 50 % more Attack speed
                    • Supported Skills deal 60 % less DmgSupported Skills deal 60 % less Damage
                    • Supported Skills have 50 % less reload speedSupported Skills have 50 % less reload speed
                    • Supported Skills load 5 additional boltsSupported Skills load 5 additional bolts

                    Adhesive Grenades

                    • Support
                    • Grenade

                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land.
                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land.

                    3 variants

                    Adhesive Grenades I · Tier 2

                    Cost multiplier 1×

                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land, but doing lower damage when they detonate.
                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land, but doing lower damage when they detonate.

                    • Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills stop where they initially land
                      Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills stop where they initially land
                    • Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills deal 10 % less Dmg
                      Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills deal 10 % less Damage
                    Adhesive Grenades II · Tier 3

                    Cost multiplier 1×

                    • Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills stop where they initially land
                      Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills stop where they initially land
                    Adhesive Grenades III · Tier 3

                    Cost multiplier 1×

                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills have longer cooldowns, and a chance to detonate an additional time.
                    Supports GrenadeGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    Skills. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills do not bounce, instead halting movement where they intially land. GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    from Supported Skills have longer cooldowns, and a chance to detonate an additional time.

                    • GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      fired by Supported Skills have 35 % chance to activate a second time
                      GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      fired by Supported Skills have 35 % chance to activate a second time
                    • Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills have 50 % reduced 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 50 % reduced 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 stop where they initially land
                      Supported GrenadeGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      Skills stop where they initially land

                    Long Fuse

                    • Support
                    • Other

                    Supports Skills which have a Detonation TimeDetonation_Time

                    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    , causing those Skills to have much higher Detonation TimeDetonation_Time

                    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    and detonation damage.
                    Supports Skills which have a Detonation TimeDetonation_Time

                    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    , causing those Skills to have much higher Detonation TimeDetonation_Time

                    Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    and detonation damage.

                    2 variants

                    Long Fuse I · Tier 4

                    Cost multiplier 1×

                    • Supported Skills have 50 % inc. Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                      Supported Skills have 50 % increased Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    • GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      from Supported Skills cannot explode before the end of their Detonation TimeDetonation_Time

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

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      from Supported Skills cannot explode before the end of their Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    • Detonations from supported Skills deal 30 % more DmgDetonations from supported Skills deal 30 % more Damage
                    Long Fuse II · Tier 5

                    Cost multiplier 1×

                    • Supported Skills have 70 % inc. Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                      Supported Skills have 70 % increased Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    • GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      from Supported Skills cannot explode before the end of their Detonation TimeDetonation_Time

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

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      from Supported Skills cannot explode before the end of their Detonation TimeDetonation_Time

                      Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                    • Detonations from supported Skills deal 35 % more DmgDetonations from supported Skills deal 35 % more Damage

                    Payload

                    • Support
                    • Grenade
                    Support
                    Tier 4
                    Cost multiplier

                    Supports Skills which fire GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    , giving fired GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    a chance to activate again, but lengthening their cooldowns.
                    Supports Skills which fire GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    , giving fired GrenadesGrenade

                    FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                    a chance to activate again, but lengthening their cooldowns.

                    • Supported Skills have 70 % reduced 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 70 % reduced 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
                    • GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      fired by Supported Skills have 50 % chance to activate a second time
                      GrenadesGrenade

                      FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
                      fired by Supported Skills have 50 % chance to activate a second time

                    Additional Projectiles

                    • Support
                    • Attack
                    • Projectile
                    Support
                    Tier 5
                    Cost multiplier
                    1.2×

                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire 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.
                    . Cannot Support Channelled Skills.
                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire 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.
                    . Cannot Support Channelled Skills.

                    • Supported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated directionSupported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated direction
                    • Supported Skills fire 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.
                      when Attacking in indicated direction
                      Supported Skills fire 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.
                      when Attacking in indicated direction

                    Alignment

                    • Support
                    • Attack
                    • Projectile

                    Supports 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.
                    Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction. Cannot Support Channelled Skills.
                    Supports 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.
                    Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction. Cannot Support Channelled Skills.

                    3 variants

                    Alignment I · Tier 3

                    Cost multiplier 1.2×

                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.

                    • Supported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated directionSupported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated direction
                    • Supported Skills deal 30 % 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 when Attacking in indicated direction
                      Supported Skills deal 30 % 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 when Attacking in indicated direction
                    Alignment II · Tier 4

                    Cost multiplier 1.2×

                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.

                    • Supported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated directionSupported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated direction
                    • Supported Skills deal 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.
                      Dmg when Attacking in indicated direction
                      Supported Skills deal 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.
                      Damage when Attacking in indicated direction
                    Alignment III · Tier 5

                    Cost multiplier 1.2×

                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire 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.
                    . Cannot Support Channelled Skills.
                    Supports 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.
                    Attacks . Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire 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.
                    . Cannot Support Channelled Skills.

                    • Supported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated directionSupported Skills indicate one of four directions Indicated direction changes when an Attack with Supported Skill matches indicated direction
                    • Supported Skills fire 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.
                      when Attacking in indicated direction
                      Supported Skills fire 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.
                      when Attacking in indicated direction

                    Charged Shots

                    • Support
                    • Attack
                    • Projectile

                    Supports 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.
                    Attacks. Every third shot with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.
                    Supports 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.
                    Attacks. Every third shot with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.

                    2 variants

                    Charged Shots I · Tier 3

                    Cost multiplier 1.1×

                    Supports 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.
                    Attacks . Every third shot with Supported Skills restores a portion of its Mana cost and 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.
                    Supports 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.
                    Attacks . Every third shot with Supported Skills restores a portion of its Mana cost and 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.

                    • One in every 3 shots with Supported Skills is a Charged ShotOne in every 3 shots with Supported Skills is a Charged Shot
                    • Charged Shots with Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                      30 % 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
                      Charged Shots with Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                      30 % 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
                    • Charged Shots with Supported Skills recover 100 % of their Mana cost when usedCharged Shots with Supported Skills recover 100 % of their Mana cost when used
                    Charged Shots II · Tier 5

                    Cost multiplier 1.2×

                    Supports 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.
                    Attacks . Every third shot with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.
                    Supports 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.
                    Attacks . Every third shot with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                    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.

                    • One in every 3 shots with Supported Skills is a Charged ShotOne in every 3 shots with Supported Skills is a Charged Shot
                    • Charged Shots with Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                      60 % 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
                      Charged Shots with Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                      60 % 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

                    Fusillade

                    • Bow
                    • Support
                    • Attack
                    • Projectile
                    Support
                    Base
                    Cost multiplier

                    Supports 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.
                    Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,
                    Supports 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.
                    Attacks you use yourself. Supported Attacks fire multiple projectiles into the air,

                    • Supported Skills fire an Arrow upwards which then hits the GroundSupported Skills fire an Arrow upwards which then hits the Ground
                    • Supported Skills fire 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.
                      Supported Skills fire 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.
                    • Supported Skills have 20 % less Skill SpeedSkill_Speed

                      Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                      Supported Skills have 20 % less Skill SpeedSkill_Speed

                      Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                    • Supported Skills can only be used with BowsSupported Skills can only be used with Bows

                    Spectral Volley

                    • Support
                    • Attack
                    • Projectile
                    Support
                    Tier 4
                    Cost multiplier
                    1.2×

                    Supports 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.
                    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 you use yourself. Supported Skills deal lower damage initially, but generate Spectral 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 deal more damage when they fire. Spectral 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.
                    linger and will fire a short duration after no new Spectral 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 been created. Cannot support ChannellingChannelling

                    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                    Skills, Leaping skills, or skills which rain 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 above.
                    Supports 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.
                    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 you use yourself. Supported Skills deal lower damage initially, but generate Spectral 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 deal more damage when they fire. Spectral 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.
                    linger and will fire a short duration after no new Spectral 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 been created. Cannot support ChannellingChannelling

                    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                    Skills, Leaping skills, or skills which rain 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 above.

                    • Attacks with Supported Skills create a Spectral 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.
                      Attacks with Supported Skills create a Spectral 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.
                    • Spectral 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.
                      will fire if no Spectral 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 been created in the last 3 seconds
                      Spectral 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.
                      will fire if no Spectral 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 been created in the last 3 seconds
                    • Supported Skills deal 60 % less Dmg when not fired from Spectral 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.
                      Supported Skills deal 60 % less Damage when not fired from Spectral 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.
                    • Supported Skills deal 20 % more Dmg when fired from Spectral 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.
                      Supported Skills deal 20 % more Damage when fired from Spectral 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.
                    • Maximum 5 Spectral 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.
                      Maximum 5 Spectral 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.

                    Caltrops

                    • Support
                    • Attack
                    • AoE
                    • Projectile
                    • Trigger
                    • Duration
                    • Hazard
                    Support
                    Tier 3
                    Cost multiplier
                    1.2×

                    Supports Ranged 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 . Supported Skills create Caltrops when 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.
                    they create reach the end of their flight.
                    Supports Ranged 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 . Supported Skills create Caltrops when 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.
                    they create reach the end of their flight.

                    Support

                    • 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 Supported Skills trigger Caltrops when they reach the end of their flight
                      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 Supported Skills trigger Caltrops when they reach the end of their flight

                    Caltrops

                    Cost
                    0 Mana0 Mana
                    Attack Time
                    0.00 sec0.00 sec
                    Projectile Speed
                    4 m/s4 metres per Second
                    • Atk Dmg of this skill is 75 % of Default Atk DmgAttack Damage of this skill is 75 % of Default Attack 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                    • Caltrop radius is 0.5 mCaltrop radius is 0.5 metres
                    • Caltrops land within a 3 metre radius 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.
                      impact
                      Caltrops land within a 3 metre radius of 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.
                      impact
                    • Creates 1 CaltropCreates 1 Caltrop
                    • Caltrop duration is 8 secondsCaltrop duration is 8 seconds

                      Vanguard

                      • Support
                      • Other

                      Supports 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. Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
                      Skills, causing you to gain GuardGuard

                      Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
                      on Stunning Enemies with the Supported Skill.
                      Supports 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. Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
                      Skills, causing you to gain GuardGuard

                      Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
                      on Stunning Enemies with the Supported Skill.

                      2 variants

                      Vanguard I · Tier 1

                      Cost multiplier 1.1×

                      • 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 Conversion . Damage over time cannot benefit from damage Gain.
                        2 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.
                        per ten Str when 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                        an Enemy 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 Conversion . Damage over time cannot benefit from damage Gain.
                        an additional 4 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.
                        per ten Str if Heavily Stunning 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
                        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 Conversion . Damage over time cannot benefit from damage Gain.
                        2 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.
                        per ten Strength when 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                        an Enemy 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 Conversion . Damage over time cannot benefit from damage Gain.
                        an additional 4 GuardGuard

                        Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
                        per ten Strength if Heavily Stunning 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
                      Vanguard II · Tier 2

                      Cost multiplier 1.1×

                      • 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 Conversion . Damage over time cannot benefit from damage Gain.
                        2 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.
                        per ten Str when 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                        an Enemy 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 Conversion . Damage over time cannot benefit from damage Gain.
                        an additional 6 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.
                        per ten Str if Heavily Stunning 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
                        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 Conversion . Damage over time cannot benefit from damage Gain.
                        2 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.
                        per ten Strength when 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                        an Enemy 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 Conversion . Damage over time cannot benefit from damage Gain.
                        an additional 6 GuardGuard

                        Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy 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.
                        per ten Strength if Heavily Stunning 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

                      Additional Projectiles

                      • Support
                      • Projectile

                      Supports 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.
                      skills, making them fire extra 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.
                      . Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
                      Supports 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.
                      skills, making them fire extra 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.
                      . Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.

                      7 variants

                      Multishot I · Tier 1

                      Cost multiplier 1×

                      • Supported Skills deal 35 % less DmgSupported Skills deal 35 % less Damage
                      • Supported Skills 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.
                        Supported Skills 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.
                      • Supported Skills have 20 % less Skill SpeedSkill_Speed

                        Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                        Supported Skills have 20 % less Skill SpeedSkill_Speed

                        Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                      Multishot II · Tier 2

                      Cost multiplier 1×

                      • Supported Skills deal 25 % less DmgSupported Skills deal 25 % less Damage
                      • Supported Skills 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.
                        Supported Skills 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.
                      • Supported Skills have 20 % less Skill SpeedSkill_Speed

                        Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                        Supported Skills have 20 % less Skill SpeedSkill_Speed

                        Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                      Nova Projectiles I · Tier 2

                      Cost multiplier 1×

                      Supports 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.
                      Skills, making them 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.
                      in a circle. Does not Support Skills which rain down 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 above.
                      Supports 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.
                      Skills, making them 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.
                      in a circle. Does not Support Skills which rain down 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 above.

                      • Supported Skills fire 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
                        Supported Skills 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.
                        in a circle
                      Nova Projectiles II · Tier 4

                      Cost multiplier 1×

                      Supports 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.
                      Skills, making them fire extra 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, at the cost of Damage and gaining a cooldown. Does not Support Skills which rain down 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 above. Cannot Support Skills which already have a cooldown.
                      Supports 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.
                      Skills, making them fire extra 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, at the cost of Damage and gaining a cooldown. Does not Support Skills which rain down 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 above. Cannot Support Skills which already have a cooldown.

                      • Supported Skills fire 6 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.
                        Supported Skills fire 6 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.
                      • Supported Skills fire 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
                        Supported Skills 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.
                        in a circle
                      • Supported Skills deal 50 % less DmgSupported Skills deal 50 % less Damage
                      Salvo · Tier 3

                      Cost multiplier 1×

                      Supports Attack Skills you use yourself which 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.
                      , Sealing them over time. 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.
                      are broken when used, causing 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.
                      to be fired. 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 Supported Skills are fired in random directions. Cannot Support Skills which require 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 .
                      , have a Cooldown or which already gain 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.
                      .
                      Supports Attack Skills you use yourself which 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.
                      , Sealing them over time. 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.
                      are broken when used, causing 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.
                      to be fired. 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 Supported Skills are fired in random directions. Cannot Support Skills which require 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 .
                      , have a Cooldown or which already gain 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.
                      .

                      • Supported Skills have a max of 6 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.
                        Supported Skills have a maximum of 6 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.
                      • Supported Skills 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 1 second
                        Supported Skills 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 1 second
                      • 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 Supported Skills are fired in random directions
                        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 Supported Skills are fired in random directions
                      • Supported Skills fire 1 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 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 fire 1 additional 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.
                        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
                      Wildshards I · Tier 3

                      Cost multiplier 1.2×

                      Supports 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.
                      Spells . Supported Spells have a chance to fire many 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.
                      Supports 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.
                      Spells . Supported Spells have a chance to fire many 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.

                      • Supported Skills have a 20 % 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
                        Supported Skills have a 20 % 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
                      Wildshards II · Tier 5

                      Cost multiplier 1×

                      Supports 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.
                      Spells . Supported Spells have a chance to fire many 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.
                      Supports 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.
                      Spells . Supported Spells have a chance to fire many 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.

                      • Supported Skills have a 25 % 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
                        Supported Skills have a 25 % 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

                      Chain

                      • Support
                      • Chaining
                      • Projectile

                      Supports 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.
                      skills and any other skills 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.
                      , causing them to 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.
                      additional times.
                      Supports 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.
                      skills and any other skills 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.
                      , causing them to 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.
                      additional times.

                      3 variants

                      Chain I · Tier 1

                      Cost multiplier 1×

                      • Supported Skills 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.
                        +1 times
                        Supported Skills 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.
                        +1 times
                      • Supported Skills deal 30 % less Dmg with HitsSupported Skills deal 30 % less Damage with Hits
                      Chain II · Tier 2

                      Cost multiplier 1×

                      • Supported Skills 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.
                        +2 times
                        Supported Skills 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.
                        +2 times
                      • Supported Skills deal 50 % less Dmg with HitsSupported Skills deal 50 % less Damage with Hits
                      Chain III · Tier 5

                      Cost multiplier 1×

                      • Supported Skills 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.
                        +2 times
                        Supported Skills 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.
                        +2 times
                      • Supported Skills deal 40 % less Dmg with HitsSupported Skills deal 40 % less Damage with Hits

                      Coursing Current

                      • Support
                      • Spell
                      • Trigger
                      • Lightning
                      • Chaining
                      • Projectile
                      Support
                      Tier 1
                      Cost multiplier

                      Supports Skills which HitHit

                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                      enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends 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.
                      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 nearby DrenchedDrenched

                      Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                      enemies.
                      Supports Skills which HitHit

                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                      enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends 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.
                      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 nearby DrenchedDrenched

                      Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                      enemies.

                      Support

                      • Trigger Coursing Current when a HitHit

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

                        Shock is an AilmentAilments 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.
                        Trigger Coursing Current when a HitHit

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

                        Shock is an AilmentAilments 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.

                      Coursing Current

                      Level
                      (1 - 20)(1 - 20)
                      Cost
                      0 Mana0 Mana
                      Cooldown Time
                      0.20 s (6 Times)0.20 s (6 Times)
                      Cast Time
                      InstantInstant
                      Critical Hit Chance
                      10.00%10.00%
                      Projectile Speed
                      42.5 m/s42.5 metres per Second
                      • Deals (1 - 8) to (11 - 294) 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 - 8) to (11 - 294) 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.
                        6 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.
                        6 times
                      • 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 only collide with DrenchedDrenched

                        Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                        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.
                        can only collide with DrenchedDrenched

                        Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                        targets

                        Flamepierce

                        • Support
                        • Fire
                        • Projectile
                        Support
                        Base
                        Cost multiplier

                        Supports Skills which can 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.
                        . Initial 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.
                        created by Supported Skills will always PiercePierce

                        ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                        Ignited Enemies, but Supported Skills cannot inflict IgniteIgnite

                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                        themselves.
                        Supports Skills which can 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.
                        . Initial 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.
                        created by Supported Skills will always PiercePierce

                        ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                        Ignited Enemies, but Supported Skills cannot inflict IgniteIgnite

                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                        themselves.

                        • Supported Skills cannot IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                          Supported Skills cannot IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) 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.
                          from Supported Skills PiercePierce

                          ProjProjectile that Pierce can pass through a target while still damaging them.
                          Ignited Enemies
                          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 Supported Skills PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          Ignited Enemies

                        Fork

                        • Support
                        • Projectile
                        Support
                        Tier 3
                        Cost multiplier
                        1.1×

                        Supports 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.
                        skills, making their 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.
                        ForkFork

                        ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                        .
                        Supports 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.
                        skills, making their 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.
                        ForkFork

                        ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                        .

                        • 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 Supported Skills ForkFork

                          ProjProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                          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 Supported Skills ForkFork

                          ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                        • 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 Supported Skills deal 30 % less Dmg after Forking
                          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 Supported Skills deal 30 % less Damage after Forking

                        Freezefork

                        • Support
                        • Cold
                        • Projectile
                        Support
                        Base
                        Cost multiplier

                        Supports Skills which can 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.
                        . 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 Supported Skills always ForkFork

                        ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                        when the initial 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 FrozenFrozen

                        A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                        Enemies, but Supported Skills cannot build up FreezeFreeze

                        Freeze is an AilmentAilments 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 .
                        themselves.
                        Supports Skills which can 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.
                        . 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 Supported Skills always ForkFork

                        ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                        when the initial 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 FrozenFrozen

                        A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                        Enemies, but Supported Skills cannot build up FreezeFreeze

                        Freeze is an AilmentAilments 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 .
                        themselves.

                        • Supported Skills ForkFork

                          ProjProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                          when hitting FrozenFrozen

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

                          ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                          when hitting FrozenFrozen

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

                          Freeze is an AilmentAilments 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
                          Supported Skills cannot cause FreezeFreeze

                          Freeze is an AilmentAilments 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

                        Frozen Spite

                        • Support
                        • AoE
                        • Trigger
                        • Cold
                        • Projectile
                        Support
                        Tier 2
                        Cost multiplier

                        Supports Attack Skills, causing them to 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 killing FrozenFrozen

                        A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                        Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions .
                        Supports Attack Skills, causing them to 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 killing FrozenFrozen

                        A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                        Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions .

                        Support

                        • Supported Skills 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 killing FrozenFrozen

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

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

                        Ice Fragments

                        Cost
                        0 Mana0 Mana
                        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 1.5 seconds
                          Detonation TimeDetonation_Time

                          Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                          is 1.5 seconds
                        • Deals 10 % of FrozenFrozen

                          A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                          target's Maximum Life 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 .
                          Dmg
                          Deals 10 % of FrozenFrozen

                          A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                          target's Maximum Life 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
                        • Cannot FreezeFreeze

                          Freeze is an AilmentAilments 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 .
                          Cannot FreezeFreeze

                          Freeze is an AilmentAilments 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 .
                        • 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 1.5 mExplosion radius is 1.5 metres

                          Gambleshot

                          • Support
                          • Projectile
                          Support
                          Tier 3
                          Cost multiplier

                          Supports Skills which 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.
                          that are not ground targeted. 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 Supported Skills randomly ForkFork

                          ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                          , 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 PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          .
                          Supports Skills which 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.
                          that are not ground targeted. 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 Supported Skills randomly ForkFork

                          ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                          , 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 PiercePierce

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

                          • 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 by Supported Skills ForkFork

                            ProjProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                            , 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.
                            an additional time, or PiercePierce

                            ProjProjectile that Pierce can pass through a target while still damaging them.
                            an additional time at random
                            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 by Supported Skills ForkFork

                            ProjectilesProjectile that Fork split into two the first time they collide with an enemy and do not Split from it or PiercePierce it.
                            , 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.
                            an additional time, or PiercePierce

                            ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                            an additional time at random
                          • 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 Supported Skills deal 15 % less 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.
                            from Supported Skills deal 15 % less Damage

                          Pierce

                          • Support
                          • Projectile

                          A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                          3 variants

                          Pierce I · Tier 1

                          Cost multiplier 1×

                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an enemy but deal less damage after doing so.
                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an enemy but deal less damage after doing so.

                          • 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 Supported Skills PiercePierce

                            ProjProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                            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 Supported Skills PiercePierce

                            ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                          • 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 Supported Skills deal 20 % less Dmg if they've Pierced an enemy
                            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 Supported Skills deal 20 % less Damage if they've Pierced an enemy
                          Pierce II · Tier 3

                          Cost multiplier 1×

                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an enemy.
                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an enemy.

                          • 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 Supported Skills PiercePierce

                            ProjProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                            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 Supported Skills PiercePierce

                            ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                          Pierce III · Tier 5

                          Cost multiplier 1×

                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an unlimited number of enemies, losing damage as they do so.
                          Supports 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.
                          skills, making their 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.
                          PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          an unlimited number of enemies, losing damage as they do so.

                          • 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 Supported Skills PiercePierce

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

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

                            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.
                            from Supported Skills deal 20 % less Dmg for each Enemy they PiercePierce

                            ProjProjectile that Pierce can pass through a target while still damaging 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.
                            from Supported Skills deal 20 % less Damage for each Enemy they PiercePierce

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

                          Projectile Speed

                          • Support
                          • Projectile

                          Supports 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.
                          skills, making those 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.
                          travel faster.
                          Supports 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.
                          skills, making those 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.
                          travel faster.

                          5 variants

                          Projectile Acceleration I · Tier 1

                          Cost multiplier 1.2×

                          • Supported Skills have 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
                            Supported Skills have 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
                          Projectile Acceleration II · Tier 4

                          Cost multiplier 1.2×

                          Supports 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.
                          skills, making those 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.
                          travel faster, and granting them a chance to PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          Enemies.
                          Supports 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.
                          skills, making those 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.
                          travel faster, and granting them a chance to PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          Enemies.

                          • 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 Supported Skills have 40 % chance to PiercePierce

                            ProjProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                            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 Supported Skills have 40 % chance to PiercePierce

                            ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                            an Enemy
                          • Supported Skills have 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
                            Supported Skills have 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
                          Projectile Acceleration III · Tier 5

                          Cost multiplier 1.2×

                          Supports 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.
                          skills, making those 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.
                          travel faster, and causing increases and reductions 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 to also apply to Damage.
                          Supports 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.
                          skills, making those 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.
                          travel faster, and causing increases and reductions 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 to also apply to Damage.

                          • Increases and reductions 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 also apply 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 with Supported Skills
                            Increases and reductions 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 also apply 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 with Supported Skills
                          • Supported Skills have 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
                            Supported Skills have 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
                          Projectile Deceleration I · Tier 1

                          Cost multiplier 1×

                          Supports 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.
                          skills, making those 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.
                          travel more slowly.
                          Supports 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.
                          skills, making those 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.
                          travel more slowly.

                          • Supported Skills have 25 % less 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
                            Supported Skills have 25 % less 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
                          Projectile Deceleration II · Tier 3

                          Cost multiplier 1×

                          Supports 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.
                          skills, making those 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.
                          travel more slowly.
                          Supports 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.
                          skills, making those 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.
                          travel more slowly.

                          • Supported Skills have 30 % less 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
                            Supported Skills have 30 % less 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

                          Retreat

                          • Support
                          • Projectile

                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last x seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.
                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last x seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.

                          3 variants

                          Retreat I · Tier 1

                          Cost multiplier 1.2×

                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last eight seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.
                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last eight seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.

                          • Supported Skills deal no 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            damage
                            Supported Skills deal no 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            damage
                          • Supported Skills deal 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 if you have Dmgd 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            HitHit

                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                            in the last eight seconds
                            Supported Skills deal 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 if you have Damaged 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            HitHit

                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                            in the last eight seconds
                          Retreat II · Tier 3

                          Cost multiplier 1.2×

                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last eight seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.
                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last eight seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.

                          • Supported Skills deal no 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            damage
                            Supported Skills deal no 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            damage
                          • Supported Skills deal 25 % 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 if you have Dmgd 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            HitHit

                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                            in the last eight seconds
                            Supported Skills deal 25 % 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 if you have Damaged 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            HitHit

                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                            in the last eight seconds
                          Retreat III · Tier 5

                          Cost multiplier 1.2×

                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last two seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.
                          Supports Skills which create 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.
                          . Supported Skills deal more damage with 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.
                          if you have struck 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          HitHit

                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                          in the last two seconds, but cannot themselves deal 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                          Damage.

                          • Supported Skills deal no 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            damage
                            Supported Skills deal no 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            damage
                          • Supported Skills deal 30 % 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 if you have Dmgd 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                            HitHit

                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                            in the last two seconds
                            Supported Skills deal 30 % 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 if you have Damaged 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                            HitHit

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

                          Ricochet

                          • Support
                          • Projectile

                          A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                          3 variants

                          Ricochet I · Tier 2

                          Cost multiplier 1×

                          Supports any Skill which creates 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.
                          , giving those 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.
                          a chance to 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.
                          when impacting terrain.
                          Supports any Skill which creates 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.
                          , giving those 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.
                          a chance to 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.
                          when impacting 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.
                            from Supported Skills have 40 % chance to 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.
                            an additional time from 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.
                            from Supported Skills have 40 % chance to 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.
                            an additional time from terrain
                          Ricochet III · Tier 3

                          Cost multiplier 1×

                          Supports any Skill which creates 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.
                          , causing those 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 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.
                          when impacting terrain, at the cost of any 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.
                          , as well as causing them to always PiercePierce

                          ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                          .
                          Supports any Skill which creates 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.
                          , causing those 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 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.
                          when impacting terrain, at the cost of any 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.
                          , as well as causing them to always PiercePierce

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

                          • 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 Supported Skills PiercePierce

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

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

                            ProjectilesProjectile that Pierce can pass through a target while still damaging them.
                            all Targets
                          • 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 times 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 Supported Skills 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 terrain
                            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 times 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 Supported Skills 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 terrain
                          Ricochet II · Tier 4

                          Cost multiplier 1×

                          Supports any Skill which creates 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.
                          , giving those 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.
                          a chance to 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.
                          when impacting terrain.
                          Supports any Skill which creates 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.
                          , giving those 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.
                          a chance to 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.
                          when impacting 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.
                            from Supported Skills have 50 % chance to 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.
                            an additional time from 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.
                            from Supported Skills have 50 % chance to 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.
                            an additional time from terrain

                          Seal

                          • Support
                          • Attack
                          • Projectile
                          Support
                          Tier 3
                          Cost multiplier

                          Supports Attack Skills you use yourself which 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.
                          , Sealing them over time. 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.
                          are broken when used, causing 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.
                          to be fired. 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 Supported Skills are fired in random directions. Cannot Support Skills which require 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 .
                          , have a Cooldown or which already gain 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.
                          .
                          Supports Attack Skills you use yourself which 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.
                          , Sealing them over time. 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.
                          are broken when used, causing 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.
                          to be fired. 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 Supported Skills are fired in random directions. Cannot Support Skills which require 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 .
                          , have a Cooldown or which already gain 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.
                          .

                          • Supported Skills have a max of 6 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.
                            Supported Skills have a maximum of 6 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.
                          • Supported Skills 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 1 second
                            Supported Skills 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 1 second
                          • 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 Supported Skills are fired in random directions
                            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 Supported Skills are fired in random directions
                          • Supported Skills fire 1 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 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 fire 1 additional 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.
                            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

                          Stormchain

                          • Support
                          • Lightning
                          • Chaining
                          • Projectile
                          Support
                          Base
                          Cost multiplier

                          Supports 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.
                          Skills and Skills which 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.
                          . Supported Skills always 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.
                          when initially Hitting a Shocked Enemy, but cannot themselves inflict ShockShock

                          Shock is an AilmentAilments 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.
                          . Does not support Skills which 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.
                          .
                          Supports 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.
                          Skills and Skills which 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.
                          . Supported Skills always 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.
                          when initially Hitting a Shocked Enemy, but cannot themselves inflict ShockShock

                          Shock is an AilmentAilments 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.
                          . Does not support Skills which 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.
                          .

                          • Supported Skills Cannot inflict ShockShock

                            Shock is an AilmentAilments 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.
                            Supported Skills Cannot inflict ShockShock

                            Shock is an AilmentAilments 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.

                          Volt

                          • Support
                          • Attack
                          • Lightning
                          • Projectile
                          Support
                          Tier 2
                          Cost multiplier
                          1.2×

                          Supports 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.
                          Attack Skills you use yourself. Supported Skills gain Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                          as you move, up to a maximum. When used, Supported Skills expend that 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                          to gain 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.
                          Supports 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.
                          Attack Skills you use yourself. Supported Skills gain Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                          as you move, up to a maximum. When used, Supported Skills expend that 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                          to gain 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.

                          • Supported Skills gain 2 Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            per Metre travelled
                            Supported Skills gain 2 Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            per Metre travelled
                          • Supported Skills have 30 max Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            Supported Skills consume all Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            on use
                            Supported Skills have 30 maximum Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            Supported Skills consume all Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            on use
                          • Supported Skills gain 1% 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 per Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            consumed
                            Supported Skills gain 1% 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 per Voltaic 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                            consumed

                          Crazed Minions

                          • Support
                          • Persistent
                          • Minion
                          Support
                          Tier 4
                          Cost multiplier
                          1.15×

                          Supports Minion Skills which 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.
                          Minions . Supported Minions deal significantly more Damage if they have Revived RecentlyRecently

                          Recently refers to the past 4 seconds.
                          .
                          Supports Minion Skills which 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.
                          Minions . Supported Minions deal significantly more Damage if they have Revived RecentlyRecently

                          Recently refers to the past 4 seconds.
                          .

                          • Supported Minions deal 30 % more Dmg if they have Revived RecentlyRecently

                            Recently refers to the past 4 seconds.
                            Supported Minions deal 30 % more Damage if they have Revived RecentlyRecently

                            Recently refers to the past 4 seconds.

                          Deathmarch

                          • Support
                          • Persistent
                          • Minion
                          Support
                          Tier 2
                          Cost multiplier

                          Supports Skills which create Persistent Minions . Supported Minions will restore Life to nearby Allied Minions on death, as well as removing AilmentsAilments

                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                          from those Minions .
                          Supports Skills which create Persistent Minions . Supported Minions will restore Life to nearby Allied Minions on death, as well as removing AilmentsAilments

                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                          from those Minions .

                          • Minions from Supported Skills heal Allied Minions within 3 m for 25 % of Supported Minions' life on death, as well as removing all AilmentsAilments

                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                            from those Minions
                            Minions from Supported Skills heal Allied Minions within 3 metres for 25 % of Supported Minions' life on death, as well as removing all AilmentsAilments

                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                            from those Minions

                          Elemental Army

                          • Support
                          • Minion
                          Support
                          Tier 1
                          Cost multiplier

                          Supports skills which create Minions , bolstering the 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.
                          of those Minions . Cannot support skills which create undamageable Minions .
                          Supports skills which create Minions , bolstering the 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.
                          of those Minions . Cannot support skills which create undamageable Minions .

                          • Minions from Supported Skills have +30 % 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.
                            Minions from Supported Skills have +30 % 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.

                          Essence Harvest

                          • Support
                          • Persistent
                          • Minion
                          Support
                          Tier 3
                          Cost multiplier
                          Reservation multiplier
                          1.1×

                          Supports Skills which create 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.
                          Persistent Minions . When those Minions die, you RecoupRecoup

                          When you take damage from a HitHit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
                          a percentage of your maximum Mana.
                          Supports Skills which create 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.
                          Persistent Minions . When those Minions die, you RecoupRecoup

                          When you take damage from a HitHit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
                          a percentage of your maximum Mana.

                          • RecoupRecoup

                            When you take damage from a HitHit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
                            8 % of your max Mana when a Persistent 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 created by Supported Skill dies
                            RecoupRecoup

                            When you take damage from a HitHit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
                            8 % of your maximum Mana when a Persistent 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 created by Supported Skill dies

                          Feeding Frenzy

                          • Support
                          • Minion

                          Supports skills which create Minions , making them deal and take more damage. Cannot support skills which create undamageable Minions .Supports skills which create Minions , making them deal and take more damage. Cannot support skills which create undamageable Minions .

                          2 variants

                          Feeding Frenzy I · Tier 3

                          Cost multiplier 1×

                          • Minions from Supported Skills deal 30 % more DmgMinions from Supported Skills deal 30 % more Damage
                          • Minions from Supported Skills take 20 % more DmgMinions from Supported Skills take 20 % more Damage
                          Feeding Frenzy II · Tier 4

                          Cost multiplier 1×

                          • Minions from Supported Skills deal 30 % more DmgMinions from Supported Skills deal 30 % more Damage
                          • Minions from Supported Skills take 15 % more DmgMinions from Supported Skills take 15 % more Damage

                          Hulking Minions

                          • Support
                          • Persistent
                          • Minion
                          Support
                          Tier 4
                          Cost multiplier
                          Reservation multiplier
                          1.3×

                          Supports Skills which summon Persistent Minions . Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more SpiritSpirit

                          Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                          .
                          Supports Skills which summon Persistent Minions . Supported Minions are larger, have more Life, and deal more Damage, but cost significantly more SpiritSpirit

                          Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                          .

                          • Minions from Supported Skills are GiganticMinions from Supported Skills are Gigantic

                          Infernal Legion

                          • Support
                          • AoE
                          • Fire
                          • Minion

                          Supports skills which create Minions which can be damaged, causing them and enemies near them to IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                          . The damage of the IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                          is based on the Life of the supported Minion .
                          Supports skills which create Minions which can be damaged, causing them and enemies near them to IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                          . The damage of the IgniteIgnite

                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                          is based on the Life of the supported Minion .

                          3 variants

                          Infernal Legion I · Tier 2

                          Cost multiplier 1×

                          • Minions from Supported Skills take 10 % of their max Life 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 .
                            Dmg per second
                            Minions from Supported Skills take 10 % of their maximum Life 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 per second
                          • Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 1.5 m as though dealing Base 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 equal to 10 % of Minion's Maximum Life
                            Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 1.5 metres as though dealing Base 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 10 % of Minion's Maximum Life
                          Infernal Legion III · Tier 3

                          Cost multiplier 1×

                          • Minions from Supported Skills take 10 % of their max Life 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 .
                            Dmg per second
                            Minions from Supported Skills take 10 % of their maximum Life 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 per second
                          • Minions from Supported Skills have +20 % 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.
                            Minions from Supported Skills have +20 % 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.
                          • Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 2 m as though dealing Base 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 equal to 10 % of Minion's Maximum Life
                            Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 2 metres as though dealing Base 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 10 % of Minion's Maximum Life
                          Infernal Legion II · Tier 5

                          Cost multiplier 1×

                          • Minions from Supported Skills take 10 % of their max Life 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 .
                            Dmg per second
                            Minions from Supported Skills take 10 % of their maximum Life 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 per second
                          • Minions from Supported Skills have +20 % 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.
                            Minions from Supported Skills have +20 % 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.
                          • Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 2 m as though dealing Base 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 equal to 10 % of Minion's Maximum Life
                            Minions from Supported Skills IgniteIgnite

                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                            Enemies within a radius of 2 metres as though dealing Base 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 10 % of Minion's Maximum Life

                          Last Gasp

                          • Support
                          • Persistent
                          • Duration
                          • Minion
                          Support
                          Tier 1
                          Cost multiplier

                          Supports Skills that create Persistent Minions , causing those Minions to fight on when they are fatally wounded, dying after a short duration.Supports Skills that create Persistent Minions , causing those Minions to fight on when they are fatally wounded, dying after a short duration.

                          • Minions from Supported Skills die 4 seconds after their Life is reduced to 0Minions from Supported Skills die 4 seconds after their Life is reduced to 0

                          Living Lightning

                          • Support
                          • Trigger
                          • Lightning
                          • Duration
                          • Minion

                          Supports Skills which cause Damaging Hits . Living 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.
                          Minions are created when dealing 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 Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks . Enemies will not directly engage these Minions , and can pass through them. Does not modify skills used by Minions .
                          Supports Skills which cause Damaging Hits . Living 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.
                          Minions are created when dealing 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 Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks . Enemies will not directly engage these Minions , and can pass through them. Does not modify skills used by Minions .

                          2 variants

                          Living Lightning · Tier 2

                          Cost multiplier 1×

                          Support

                          • Trigger Living 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.
                            on dealing 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 Supported Skill
                            Trigger Living 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.
                            on dealing 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 Supported Skill

                          Living Lightning

                          Level
                          (1 - 20)(1 - 20)
                          Cost
                          0 Mana0 Mana
                          Cooldown Time
                          0.20 s (5 Times)0.20 s (5 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.
                            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
                          • This Skill is Triggered on dealing 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 Supported Skill
                            This Skill is Triggered on dealing 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 Supported Skill
                          • Creates 1 Minion Level of Minions is based on Level of Triggering SkillCreates 1 Minion Level of Minions is based on Level of Triggering Skill
                          • Minion duration is 30 secondsMinion duration is 30 seconds
                          • LimitLimit

                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                            5 Minions
                            LimitLimit

                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                            5 Minions
                          • Minions convert 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
                            Minions convert 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
                          • Minions Attack every 0.14 secondsMinions Attack every 0.14 seconds
                          • Minions disperse after 3 AttacksMinions disperse after 3 Attacks
                            Living Lightning II · Tier 4

                            Cost multiplier 1×

                            Support

                            • Trigger Living 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.
                              on dealing 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 Supported Skill
                              Trigger Living 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.
                              on dealing 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 Supported Skill

                            Living Lightning

                            Level
                            (1 - 20)(1 - 20)
                            Cost
                            0 Mana0 Mana
                            Cooldown Time
                            (0.20 - 0) s ((8 - 0) Times)(0.20 - 0) s ((8 - 0) Times)
                            • Minions from this skill have 1% inc. Atk Speed per 10 of your DexMinions from this skill have 1% increased Attack Speed per 10 of your Dexterity
                            • Minions from this skill have 1% inc. Dmg per 5 of your StrMinions from this skill have 1% increased Damage per 5 of your Strength
                            • 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
                            • This Skill is Triggered on dealing 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 Supported Skill
                              This Skill is Triggered on dealing 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 Supported Skill
                            • Creates 1 Minion Level of Minions is based on Level of Triggering SkillCreates 1 Minion Level of Minions is based on Level of Triggering Skill
                            • Minion duration is 30 secondsMinion duration is 30 seconds
                            • LimitLimit

                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                              8 Minions
                              LimitLimit

                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                              8 Minions
                            • Minions convert 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
                              Minions convert 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
                            • Minions Attack every 0.14 secondsMinions Attack every 0.14 seconds
                            • Minions disperse after 3 AttacksMinions disperse after 3 Attacks

                              Loyalty

                              • Support
                              • Minion
                              Support
                              Tier 2
                              Cost multiplier

                              Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of HitHit

                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                              Damage you would otherwise have taken, but have lowered maximum Life.
                              Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of HitHit

                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                              Damage you would otherwise have taken, but have lowered maximum Life.

                              • 10 % of Dmg from Hits is taken from Supported Companion 's Life before you10 % of Damage from Hits is taken from Supported Companion 's Life before you
                              • Minions from Supported Skills have 30 % less max LifeMinions from Supported Skills have 30 % less maximum Life

                              Mastery

                              • Support
                              • Minion
                              Support
                              Tier 5
                              Cost multiplier

                              Supports Minion skills, granting them an additional level. Does not support skills which do not have levels.Supports Minion skills, granting them an additional level. Does not support skills which do not have levels.

                              • +1 to Level of Supported Minion Skills+1 to Level of Supported Minion Skills

                              Meat Shield

                              • Support
                              • Minion

                              Supports skills which create Minions, granting them less damage taken but making them deal less damage.Supports skills which create Minions, granting them less damage taken but making them deal less damage.

                              2 variants

                              Meat Shield I · Tier 1

                              Cost multiplier 1×

                              Supports skills which create Minions , granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions .Supports skills which create Minions , granting them less damage taken but making them deal less damage. Cannot support skills which create undamageable Minions .

                              • Minions from Supported Skills deal 35 % less DmgMinions from Supported Skills deal 35 % less Damage
                              • Minions from Supported Skills take 35 % less DmgMinions from Supported Skills take 35 % less Damage
                              Meat Shield II · Tier 3

                              Cost multiplier 1×

                              Supports skills which create Minions , granting them less damage taken but making them deal less damage.Supports skills which create Minions , granting them less damage taken but making them deal less damage.

                              • Minions from Supported Skills deal 40 % less DmgMinions from Supported Skills deal 40 % less Damage
                              • Minions from Supported Skills take 40 % less DmgMinions from Supported Skills take 40 % less Damage

                              Minion Instability

                              • Support
                              • Fire
                              • Minion
                              Support
                              Tier 2
                              Cost multiplier

                              Supports skills which create Minions , causing them to violently explode when reduced to Low LifeLow_Life

                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                              .
                              Supports skills which create Minions , causing them to violently explode when reduced to Low LifeLow_Life

                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                              .

                              • Minions from Supported Skills explode when reduced to Low LifeLow_Life

                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                , dealing 15 % of their max Life 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 .
                                Dmg to surrounding Enemies
                                Minions from Supported Skills explode when reduced to Low LifeLow_Life

                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                , dealing 15 % of their maximum Life 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 to surrounding Enemies

                              Minion Pact

                              • Support
                              • Minion

                              Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.

                              2 variants

                              Minion Pact I · Tier 1

                              Cost multiplier 1×

                              • Supported Skills remove 100 % of your max Life from a nearby Minion on use to deal 30 % more damageSupported Skills remove 100 % of your maximum Life from a nearby Minion on use to deal 30 % more damage
                              Minion Pact II · Tier 4

                              Cost multiplier 1×

                              • Supported Skills remove 150 % of your max Life from a nearby Minion on use to deal 35 % more damageSupported Skills remove 150 % of your maximum Life from a nearby Minion on use to deal 35 % more damage

                              Muster

                              • Support
                              • Minion
                              Support
                              Tier 3
                              Cost multiplier

                              Supports Skills which summon Minions . Supported Minions deal more Damage the more different kinds of 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 you have summoned.
                              Supports Skills which summon Minions . Supported Minions deal more Damage the more different kinds of 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 you have summoned.

                              • Supported Minions deal 7 % more damage for each different type of 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 you have summoned
                                Supported Minions deal 7 % more damage for each different type of 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 you have summoned

                              Sacrificial Lamb

                              • Support
                              • Minion

                              Supports Skills which create Minions, causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible.Supports Skills which create Minions, causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible.

                              2 variants

                              Sacrificial Lamb I · Tier 1

                              Cost multiplier 1×

                              Supports Skills which create Minions , causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible.Supports Skills which create Minions , causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible.

                              • Your Skills target Minions from Supported Skills within 6 m if possibleYour Skills target Minions from Supported Skills within 6 metres if possible
                              Sacrificial Lamb II · Tier 3

                              Cost multiplier 1×

                              Supports Skills which create Minions , causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible, as well as causing them to always be considered Detonatable.Supports Skills which create Minions , causing your Skills which can target Minions to prioritise targeting Minions from the Supported Skill before your other Minions where possible, as well as causing them to always be considered Detonatable.

                              • Minions created by Supported Skills are always considered to be DetonatableMinions created by Supported Skills are always considered to be Detonatable
                              • Your Skills target Minions from Supported Skills within 6 m if possibleYour Skills target Minions from Supported Skills within 6 metres if possible

                              Skittering Stone

                              • Support
                              • Trigger
                              • Physical
                              • Duration
                              • Minion

                              Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions .Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions .

                              2 variants

                              Skittering Stone I · Tier 2

                              Cost multiplier 1×

                              Support

                              • After 5 Enemies are killed within 4 m of objects created by Supported Skills, they will shatter and Trigger Skittering StonesAfter 5 Enemies are killed within 4 metres of objects created by Supported Skills, they will shatter and Trigger Skittering Stones

                              Skittering Stone

                              Cost
                              0 Mana0 Mana
                              • Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
                              • Creates 1 Skittering StoneCreates 1 Skittering Stone
                              • Level of Minions is based on Level of Triggering SkillLevel of Minions is based on Level of Triggering Skill
                              • Minion duration is 10 secondsMinion duration is 10 seconds
                              • LimitLimit

                                Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                8 Skittering Stones
                                LimitLimit

                                Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                8 Skittering Stones
                                Skittering Stone II · Tier 4

                                Cost multiplier 1×

                                Support

                                • After 5 Enemies are killed within 4 m of objects created by Supported Skills, they will shatter and Trigger Skittering StonesAfter 5 Enemies are killed within 4 metres of objects created by Supported Skills, they will shatter and Trigger Skittering Stones

                                Skittering Stone

                                Cost
                                0 Mana0 Mana
                                • Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
                                • Creates 2 Skittering StonesCreates 2 Skittering Stones
                                • Level of Minions is based on Level of Triggering SkillLevel of Minions is based on Level of Triggering Skill
                                • Minion duration is 20 secondsMinion duration is 20 seconds
                                • LimitLimit

                                  Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                  12 Skittering Stones
                                  LimitLimit

                                  Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                  12 Skittering Stones

                                  Font

                                  • Support
                                  • Totem

                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font of Blood which will Leech Life 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.
                                  within it.
                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font of Blood which will Leech Life 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.
                                  within it.

                                  3 variants

                                  Font of Blood · Tier 2

                                  Cost multiplier 1×

                                  • Totems created by Supported Skills create a Blood Font with a radius of 4 m 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 Blood Fonts Leech Life equal to 12 % of PhysicalPhysical

                                    10% increased Physical Damage
                                    Dmg dealt by Supported Totem
                                    Totems created by Supported Skills create a Blood Font with a radius of 4 metres 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 Blood Fonts Leech Life equal to 12 % of PhysicalPhysical

                                    10% increased Physical Damage
                                    Damage dealt by Supported Totem
                                  Font of Mana · Tier 2

                                  Cost multiplier 1×

                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font of Mana which will Leech Mana 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.
                                  within it.
                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font of Mana which will Leech Mana 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.
                                  within it.

                                  • Totems created by Supported Skills create a Mana Font with a radius of 4 m 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 Mana Fonts Leech Mana equal to 12 % of PhysicalPhysical

                                    10% increased Physical Damage
                                    Dmg dealt by Supported Totem
                                    Totems created by Supported Skills create a Mana Font with a radius of 4 metres 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 Mana Fonts Leech Mana equal to 12 % of PhysicalPhysical

                                    10% increased Physical Damage
                                    Damage dealt by Supported Totem
                                  Font of Rage · of Rage

                                  Cost multiplier 1×

                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font 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.
                                  which will Leech 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 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.
                                  within it.
                                  Supports Skills which create Totems . Totems created by supported Skills generate a Font 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.
                                  which will Leech 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 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.
                                  within it.

                                  Hardy Totems

                                  • Support
                                  • Totem

                                  Supports Skills which create Totems , causing those Totems to have more Life.Supports Skills which create Totems , causing those Totems to have more Life.

                                  2 variants

                                  Hardy Totems I · Tier 2

                                  Cost multiplier 1.1×

                                  • Totems created by Supported Skills have 40 % more max LifeTotems created by Supported Skills have 40 % more maximum Life
                                  Hardy Totems II · Tier 4

                                  Cost multiplier 1.1×

                                  • Totems created by Supported Skills have 50 % more max LifeTotems created by Supported Skills have 50 % more maximum Life

                                  Reinforced Totems

                                  • Support
                                  • Totem

                                  Supports Skills which create Totems . Totems created by Supported Skills have additional 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.
                                  .
                                  Supports Skills which create Totems . Totems created by Supported Skills have additional 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.
                                  .

                                  2 variants

                                  Reinforced Totems I · Tier 3

                                  Cost multiplier 1×

                                  • Totems summoned by Supported Skills have + 40 % 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.
                                    Totems summoned by Supported Skills have + 40 % 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.
                                  Reinforced Totems II · Tier 5

                                  Cost multiplier 1×

                                  • Totems summoned by Supported Skills have +10 % 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.
                                    Totems summoned by Supported Skills have +10 % 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.
                                  • Totems summoned by Supported Skills have + 40 % 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.
                                    Totems summoned by Supported Skills have + 40 % 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.

                                  Totemic Control

                                  • Support
                                  • Totem

                                  Supports Skills which create Totems , limiting their active Totem count to one but granting significant benefits for supported Totems based how many allied Totems are near them. Does not support Skills used by Minions .Supports Skills which create Totems , limiting their active Totem count to one but granting significant benefits for supported Totems based how many allied Totems are near them. Does not support Skills used by Minions .

                                  3 variants

                                  Greatwood II · Greatwood II

                                  Cost multiplier 1.15×

                                  • Supported Skills can only have one active TotemSupported Skills can only have one active Totem
                                  • Totems created by Supported Skills have 6 % inc. area of effect per allied Totem in effect radiusTotems created by Supported Skills have 6 % increased area of effect per allied Totem in effect radius
                                  • Totems created by Supported Skills deal 6 % more damage per allied Totem in effect radiusTotems created by Supported Skills deal 6 % more damage per allied Totem in effect radius
                                  • Totems created by supported Skills regenerate 0.83 % of max Life per second per allied Totem in effect radiusTotems created by supported Skills regenerate 0.83 % of maximum Life per second per allied Totem in effect radius
                                  • Totems created by Supported Skills have 30 % more LifeTotems created by Supported Skills have 30 % more Life
                                  • Supported Totems can gain benefits for having up to 6 Totems in effect radiusSupported Totems can gain benefits for having up to 6 Totems in effect radius
                                  • Counts allied Totems in radius of 4 mCounts allied Totems in radius of 4 metres
                                  Splinter Totem I · Tier 3

                                  Cost multiplier 1.2×

                                  Supports Skills which create Totems , preventing having more than one active Totem but causing that Totem to splinter into smaller versions of itself after it uses an Attack or Spell , with each Totem becoming less effective. Each splintered Totem can further splinter, up to a maximum. Does not Support Skills used by Minions . Only one Totem can be splintering at a time.Supports Skills which create Totems , preventing having more than one active Totem but causing that Totem to splinter into smaller versions of itself after it uses an Attack or Spell , with each Totem becoming less effective. Each splintered Totem can further splinter, up to a maximum. Does not Support Skills used by Minions . Only one Totem can be splintering at a time.

                                  • Supported Skills can only have one active TotemSupported Skills can only have one active Totem
                                  • Totems created by Supported Skills can splinter up to 2 timesTotems created by Supported Skills can splinter up to 2 times
                                  • Totems created by Supported Skills have 20 % less area of effect for each time they have splinteredTotems created by Supported Skills have 20 % less area of effect for each time they have splintered
                                  • Totems created by Supported Skills deal 20 % less damage for each time they have splinteredTotems created by Supported Skills deal 20 % less damage for each time they have splintered
                                  • Totems created by Supported Skills have 20 % less max Life for each time they have splinteredTotems created by Supported Skills have 20 % less maximum Life for each time they have splintered
                                  • Totems created by Supported Skills have 10 % less Skill SpeedSkill_Speed

                                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                    for each time they have splintered
                                    Totems created by Supported Skills have 10 % less Skill SpeedSkill_Speed

                                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                    for each time they have splintered
                                  • Totems created by Supported Skills splinter after performing 1 actionTotems created by Supported Skills splinter after performing 1 action
                                  Splinter Totem II · Tier 5

                                  Cost multiplier 1.2×

                                  Supports Skills which create Totems , preventing having more than one active Totem but causing that Totem to splinter into smaller versions of itself after it uses an Attack or Spell , with each Totem becoming less effective. Each splintered Totem can further splinter, up to a maximum. Does not Support Skills used by Minions . Only one Totem can be splintering at a time.Supports Skills which create Totems , preventing having more than one active Totem but causing that Totem to splinter into smaller versions of itself after it uses an Attack or Spell , with each Totem becoming less effective. Each splintered Totem can further splinter, up to a maximum. Does not Support Skills used by Minions . Only one Totem can be splintering at a time.

                                  • Supported Skills can only have one active TotemSupported Skills can only have one active Totem
                                  • Totems created by Supported Skills can splinter up to 2 timesTotems created by Supported Skills can splinter up to 2 times
                                  • Totems created by Supported Skills have 15 % less area of effect for each time they have splinteredTotems created by Supported Skills have 15 % less area of effect for each time they have splintered
                                  • Totems created by Supported Skills deal 15 % less damage for each time they have splinteredTotems created by Supported Skills deal 15 % less damage for each time they have splintered
                                  • Totems created by Supported Skills have 15 % less max Life for each time they have splinteredTotems created by Supported Skills have 15 % less maximum Life for each time they have splintered
                                  • Totems created by Supported Skills have 7 % less Skill SpeedSkill_Speed

                                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                    for each time they have splintered
                                    Totems created by Supported Skills have 7 % less Skill SpeedSkill_Speed

                                    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                    for each time they have splintered
                                  • Totems created by Supported Skills splinter after performing 1 actionTotems created by Supported Skills splinter after performing 1 action

                                  Urgent Totems

                                  • Support
                                  • Totem

                                  Supports Skills which create Totems, causing those Skills to place Totems much more quickly.Supports Skills which create Totems, causing those Skills to place Totems much more quickly.

                                  3 variants

                                  Urgent Totems I · Tier 2

                                  Cost multiplier 1×

                                  Supports Skills which create Totems , causing those Skills to place Totems much more quickly.Supports Skills which create Totems , causing those Skills to place Totems much more quickly.

                                  • Supported Skills have 80 % inc. Totem Placement speedSupported Skills have 80 % increased Totem Placement speed
                                  Urgent Totems II · Tier 3

                                  Cost multiplier 1×

                                  Supports Skills which create Totems , causing those Skills to place Totems much more quickly.Supports Skills which create Totems , causing those Skills to place Totems much more quickly.

                                  • Supported Skills have 100 % inc. Totem Placement speedSupported Skills have 100 % increased Totem Placement speed
                                  Urgent Totems III · Tier 4

                                  Cost multiplier 1×

                                  Supports Skills which create Totems , causing those Skills to place Totems much more quickly. Totems created by Supported Skills have increased Attack and Cast Speed.Supports Skills which create Totems , causing those Skills to place Totems much more quickly. Totems created by Supported Skills have increased Attack and Cast Speed.

                                  • Spells Cast by Totems created by Supported Skills have 20 % inc. Cast SpeedSpells Cast by Totems created by Supported Skills have 20 % increased Cast Speed
                                  • Attacks used by Totems created by Supported Skills have 20 % inc. Atk SpeedAttacks used by Totems created by Supported Skills have 20 % increased Attack Speed
                                  • Supported Skills have 100 % inc. Totem Placement speedSupported Skills have 100 % increased Totem Placement speed

                                  Cursed Ground

                                  • Support
                                  • Curse
                                  Support
                                  Tier 3
                                  Cost multiplier

                                  Supports Curse Skills. Supported Curse Skills create areas which Curse Enemies so long as they are within them.Supports Curse Skills. Supported Curse Skills create areas which Curse Enemies so long as they are within them.

                                  • Supported Skills create Cursed Ground Enemies on the Cursed Ground from a Supported Skill are Cursed while within itSupported Skills create Cursed Ground Enemies on the Cursed Ground from a Supported Skill are Cursed while within it
                                  • LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    2 areas of Cursed Ground
                                    LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    2 areas of Cursed Ground

                                  Decaying Hex

                                  • Support
                                  • Spell
                                  • Trigger
                                  • Chaos
                                  • Duration
                                  • Curse
                                  Support
                                  Tier 3
                                  Cost multiplier
                                  1.3×

                                  Supports Curse skills. Supported skill Trigger Profane Decay on each target they curse to inflict a damaging 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.
                                  .
                                  Supports Curse skills. Supported skill Trigger Profane Decay on each target they curse to inflict a damaging 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.
                                  .

                                  Support

                                  • Supported Skills trigger Profane Decay on each target CursedSupported Skills trigger Profane Decay on each target Cursed

                                  Profane Decay

                                  Level
                                  (1 - 20)(1 - 20)
                                  Cost
                                  0 Mana0 Mana
                                  Cast Time
                                  1.00 sec1.00 sec
                                  • Decay deals (5.9 - 287) 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
                                    Decay deals (5.9 - 287) 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
                                  • Decay duration is 8 secondsDecay duration is 8 seconds

                                    Focused Curse

                                    • Support
                                    • Curse
                                    Support
                                    Tier 2
                                    Cost multiplier
                                    1.2×

                                    Supports Curse skills, causing them to Curse enemies more quickly after being cast.Supports Curse skills, causing them to Curse enemies more quickly after being cast.

                                    • Curse zones from Supported Skills erupt after 50 % less delayCurse zones from Supported Skills erupt after 50 % less delay

                                    Heightened Curse

                                    • Support
                                    • Curse
                                    Support
                                    Tier 1
                                    Cost multiplier
                                    1.4×
                                    Reservation multiplier
                                    1.4×

                                    Supports Curse Skills, magnifying their power.Supports Curse Skills, magnifying their power.

                                    • Supported Curses have 25 % inc. MagnitudesSupported Curses have 25 % increased Magnitudes

                                    Hex Bloom

                                    • Support
                                    • AoE
                                    • Curse
                                    Support
                                    Tier 3
                                    Cost multiplier
                                    1.2×

                                    Supports Curses , spreading their effects when a Cursed enemy dies.Supports Curses , spreading their effects when a Cursed enemy dies.

                                    • Curses from Supported Skills spread to enemies within 3 m when a Cursed enemy diesCurses from Supported Skills spread to enemies within 3 metres when a Cursed enemy dies

                                    Overabundance

                                    • Support
                                    • Curse
                                    Support
                                    Tier 3
                                    Cost multiplier

                                    Supports Skills which have a LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    , doubling that LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    , but Cursing yourself on Supported Skill use. Only applies to restrictions that use the word " LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    ". Cannot support Persistent SkillsPersistent_Skills

                                    Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve SpiritSpirit in order to be activated.
                                    .
                                    Supports Skills which have a LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    , doubling that LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    , but Cursing yourself on Supported Skill use. Only applies to restrictions that use the word " LimitLimit

                                    Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                    ". Cannot support Persistent SkillsPersistent_Skills

                                    Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve SpiritSpirit in order to be activated.
                                    .

                                    • Inflicts a random Curse on you when you use Supported Skills, ignoring Curse limitInflicts a random Curse on you when you use Supported Skills, ignoring Curse limit
                                    • LimitsLimit

                                      Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                      of Supported Skills are doubled
                                      LimitsLimit

                                      Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                      of Supported Skills are doubled

                                    Ritualistic Curse

                                    • Support
                                    • AoE
                                    • Curse
                                    Support
                                    Tier 3
                                    Cost multiplier

                                    Supports Curse skills, causing them to cover a larger area but take longer to Curse enemies.Supports Curse skills, causing them to cover a larger area but take longer to Curse enemies.

                                    • Supported Skills have 50 % inc. AoESupported Skills have 50 % increased Area of Effect
                                    • Curse zones from Supported Skills erupt after 30 % more delayCurse zones from Supported Skills erupt after 30 % more delay

                                    Charged Mark

                                    • Support
                                    • Spell
                                    • AoE
                                    • Trigger
                                    • Duration
                                    • Mark
                                    Support
                                    Tier 5
                                    Cost multiplier

                                    Supports 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, causing them to Trigger Charged 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.
                                    when they are Activated . Charged 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.
                                    creates Shocked GroundShocked_Ground

                                    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                    at the target's location.
                                    Supports 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, causing them to Trigger Charged 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.
                                    when they are Activated . Charged 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.
                                    creates Shocked GroundShocked_Ground

                                    Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                    at the target's location.

                                    Support

                                    • Supported 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 Trigger Charged 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.
                                      when they are Activated
                                      Supported 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 Trigger Charged 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.
                                      when they are Activated

                                    Charged Mark

                                    Level
                                    (1 - 20)(1 - 20)
                                    Cost
                                    0 Mana0 Mana
                                    Cast Time
                                    InstantInstant
                                    • Shocked GroundShocked_Ground

                                      Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                      radius is (1.4 - 2.3) m
                                      Shocked GroundShocked_Ground

                                      Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                      radius is (1.4 - 2.3) metres
                                    • Creates Shocked GroundShocked_Ground

                                      Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                      with a 6 second duration
                                      Creates Shocked GroundShocked_Ground

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

                                      Eternal Mark

                                      • Support
                                      • Mark
                                      Support
                                      Tier 3
                                      Cost multiplier
                                      1.1×

                                      Supports 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, causing them to not be Consumed the first time they are Activated .
                                      Supports 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, causing them to not be Consumed the first time they are Activated .

                                      • 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.
                                        from Supported Skills are not Consumed the first time they Activate
                                        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.
                                        from Supported Skills are not Consumed the first time they Activate

                                      Mark for Death

                                      • Support
                                      • Physical
                                      • Mark

                                      Supports 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. Enemies affected by Supported 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.
                                      will have 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.
                                      Broken by PhysicalPhysical

                                      10% increased Physical Damage
                                      Damage they take.
                                      Supports 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. Enemies affected by Supported 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.
                                      will have 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.
                                      Broken by PhysicalPhysical

                                      10% increased Physical Damage
                                      Damage they take.

                                      2 variants

                                      Mark for Death · Tier 2

                                      Cost multiplier 1.2×

                                      • Hits against targets Marked by Supported Skills 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 10 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        damage dealt
                                        Hits against targets Marked by Supported Skills 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 10 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        damage dealt
                                      Mark for Death II · Tier 4

                                      Cost multiplier 1.2×

                                      • Hits against targets Marked by Supported Skills 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 15 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        damage dealt
                                        Hits against targets Marked by Supported Skills 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 15 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        damage dealt

                                      Mark of Siphoning

                                      • Support
                                      • Mark

                                      Supports 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, causing enemies they 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.
                                      to Leech Mana to you when you HitHit

                                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                      them with Attacks.
                                      Supports 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, causing enemies they 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.
                                      to Leech Mana to you when you HitHit

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

                                      2 variants

                                      Mark of Siphoning · Tier 1

                                      Cost multiplier 1.2×

                                      Supports 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, causing enemies they 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.
                                      to Leech Mana to you when you HitHit

                                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                      them with Attacks .
                                      Supports 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, causing enemies they 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.
                                      to Leech Mana to you when you HitHit

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

                                      • Enemies Marked by Supported Skills cause you to Leech Mana equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Atk Dmg they take from your Hits
                                        Enemies Marked by Supported Skills cause you to Leech Mana equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Attack Damage they take from your Hits
                                      Mark of Siphoning II · Tier 4

                                      Cost multiplier 1.4×

                                      Supports 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, causing enemies they 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.
                                      to Leech Life and Mana to you when you HitHit

                                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                      them with Attacks .
                                      Supports 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, causing enemies they 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.
                                      to Leech Life and Mana to you when you HitHit

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

                                      • Enemies Marked by Supported Skills cause you to Leech Mana equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Atk Dmg they take from your Hits
                                        Enemies Marked by Supported Skills cause you to Leech Mana equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Attack Damage they take from your Hits
                                      • Enemies Marked by Supported Skills cause you to Leech Life equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Atk Dmg they take from your Hits
                                        Enemies Marked by Supported Skills cause you to Leech Life equal to 8 % of PhysicalPhysical

                                        10% increased Physical Damage
                                        Attack Damage they take from your Hits

                                      Armour Explosion

                                      • Support
                                      • Attack
                                      • AoE
                                      • Trigger
                                      • Fire
                                      • Payoff
                                      • Warcry
                                      Support
                                      Tier 1
                                      Cost multiplier

                                      Supports Attacks and WarcriesWarcries

                                      Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                      , causing them to trigger a Fiery explosion when they Fully Break 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.
                                      .
                                      Supports Attacks and WarcriesWarcries

                                      Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                      , causing them to trigger a Fiery explosion when they Fully Break 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.
                                      .

                                      Support

                                      • Supported Skills trigger an Explosion when they Fully Break 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.
                                        Supported Skills trigger an Explosion when they Fully Break 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.

                                      Explosion

                                      Cost
                                      0 Mana0 Mana
                                      • 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
                                      • Atk Dmg of this skill is 30 % of Default Atk DmgAttack Damage of this skill is 30 % of Default Attack Damage
                                      • Cannot 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.
                                        Cannot 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.
                                      • Explosion radius is 1.4 mExplosion radius is 1.4 metres

                                        Battershout

                                        • Support
                                        • AoE
                                        • Trigger
                                        • Physical
                                        • Payoff
                                        • Warcry
                                        Support
                                        Tier 1
                                        Cost multiplier
                                        1.3×

                                        Supports WarcryWarcries

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

                                        Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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.
                                        to trigger PhysicalPhysical

                                        10% increased Physical Damage
                                        Damage explosions on Enemies within their range but cannot themselves 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.
                                        .
                                        Supports WarcryWarcries

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

                                        Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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.
                                        to trigger PhysicalPhysical

                                        10% increased Physical Damage
                                        Damage explosions on Enemies within their range but cannot themselves 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.
                                        .

                                        Support

                                        • Supported Skills cannot 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.
                                          Supported Skills cannot 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.
                                        • Supported Skills ConsumeConsume

                                          Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 within range to Trigger Battershout
                                          Supported Skills ConsumeConsume

                                          Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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 within range to Trigger Battershout

                                        Battershout

                                        Cost
                                        0 Mana0 Mana
                                        • +5 % to CriticalCritical

                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                          Chance
                                          +5 % to CriticalCritical

                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                          Chance
                                        • 50 % more damage against Unique enemies50 % more damage against Unique enemies
                                        • Cannot 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.
                                          Cannot 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.
                                        • Explosion radius is 2 mExplosion radius is 2 metres
                                        • Deals PhysicalPhysical

                                          10% increased Physical Damage
                                          Dmg equal to 40 % 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.
                                          of the target Triggered from Does not take into account Overbroken 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.
                                          Deals PhysicalPhysical

                                          10% increased Physical Damage
                                          Damage equal to 40 % 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.
                                          of the target Triggered from Does not take into account Overbroken 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.

                                          Corrupting Cry

                                          • Support
                                          • Trigger
                                          • Physical
                                          • Duration
                                          • Warcry

                                          Supports WarcriesWarcries

                                          Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                          , Triggering Corrupted Cry to inflict Corrupted BloodCorrupted_Blood

                                          Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                          on enemies in their area of effect.
                                          Supports WarcriesWarcries

                                          Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                          , Triggering Corrupted Cry to inflict Corrupted BloodCorrupted_Blood

                                          Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                          on enemies in their area of effect.

                                          2 variants

                                          Corrupting Cry I · Tier 3

                                          Cost multiplier 1×

                                          Support

                                          • Supported WarcriesWarcries

                                            Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                            have 30 % less AoE
                                            Supported WarcriesWarcries

                                            Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                            have 30 % less Area of Effect
                                          • Supported Skills Trigger Corrupted Cry for each enemy in rangeSupported Skills Trigger Corrupted Cry for each enemy in range

                                          Corrupted Cry

                                          Level
                                          (1 - 20)(1 - 20)
                                          Cost
                                          0 Mana0 Mana
                                          • Corrupted BloodCorrupted_Blood

                                            Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                            deals (5.9 - 287) PhysicalPhysical

                                            10% increased Physical Damage
                                            damage per second
                                            Corrupted BloodCorrupted_Blood

                                            Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                            deals (5.9 - 287) PhysicalPhysical

                                            10% increased Physical Damage
                                            damage per second
                                          • Corrupted BloodCorrupted_Blood

                                            Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                            duration is 5 seconds
                                            Corrupted BloodCorrupted_Blood

                                            Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                            duration is 5 seconds
                                            Corrupting Cry II · Tier 5

                                            Cost multiplier 1×

                                            Support

                                            • Supported Skills Trigger Corrupted Cry for each enemy in rangeSupported Skills Trigger Corrupted Cry for each enemy in range

                                            Corrupted Cry

                                            Level
                                            (1 - 20)(1 - 20)
                                            Cost
                                            0 Mana0 Mana
                                            • Corrupted BloodCorrupted_Blood

                                              Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                              deals (5.9 - 287) PhysicalPhysical

                                              10% increased Physical Damage
                                              damage per second
                                              Corrupted BloodCorrupted_Blood

                                              Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                              deals (5.9 - 287) PhysicalPhysical

                                              10% increased Physical Damage
                                              damage per second
                                            • Corrupted BloodCorrupted_Blood

                                              Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                              duration is 5 seconds
                                              Corrupted BloodCorrupted_Blood

                                              Corrupted Blood is a DebuffDebuff that deals PhysicalPhysical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not BleedingBleeding and is not affected by any stats related to BleedingBleeding .
                                              duration is 5 seconds

                                              Dazing Cry

                                              • Support
                                              • Warcry
                                              Support
                                              Base
                                              Cost multiplier
                                              1.1×

                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              , causing them 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.
                                              Enemies on use.
                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              , causing them 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.
                                              Enemies on use.

                                              • Supported Skills DazeDaze

                                                Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                Enemies
                                                Supported Skills DazeDaze

                                                Some skills and effects have a chance to apply Daze to enemies on 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.
                                                Enemies
                                              • 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.
                                                lasts for 4 seconds
                                                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.
                                                lasts for 4 seconds

                                              Echoing Cry

                                              • Support
                                              • AoE
                                              • Conditional
                                              • Warcry
                                              Support
                                              Tier 4
                                              Cost multiplier
                                              1.5×

                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              . Supported Skills Echo twice, and their area grows larger each time, but are less effective and require you to have travelled a certain distance before use.
                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              . Supported Skills Echo twice, and their area grows larger each time, but are less effective and require you to have travelled a certain distance before use.

                                              • Supported Skills become usable after you have moved 10 m Supported Skills become unusable again after useSupported Skills become usable after you have moved 10 metres Supported Skills become unusable again after use
                                              • Supported Skills count enemies as having 50 % less PowerPower

                                                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                                Supported Skills count enemies as having 50 % less PowerPower

                                                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                              • Supported Skills have 50 % less AoESupported Skills have 50 % less Area of Effect
                                              • Supported Skills deal 40 % less DmgSupported Skills deal 40 % less Damage
                                              • Supported Skills Echo 2 times, with a 1.3 second delaySupported Skills Echo 2 times, with a 1.3 second delay
                                              • Supported Skills have 100 % more area of effect per time they have EchoedSupported Skills have 100 % more area of effect per time they have Echoed

                                              Exposing Cry

                                              • Support
                                              • Duration
                                              • Warcry
                                              Support
                                              Tier 4
                                              Cost multiplier
                                              1.3×

                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              . Supported Skills apply ExposureExposure

                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 Hitting enemies.
                                              Supports WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              . Supported Skills apply ExposureExposure

                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 Hitting enemies.

                                              • Supported Skills apply ExposureExposure

                                                Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                for 5 seconds
                                                Supported Skills apply ExposureExposure

                                                Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                for 5 seconds

                                              Ice Bite

                                              • Support
                                              • Attack
                                              • Cold
                                              • Duration
                                              • Warcry

                                              Req: Level 65+

                                              Supports damaging skills and WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              you use yourself. Freezing an enemy with supported skills infuses your damage with 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 a short time.
                                              Supports damaging skills and WarcriesWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              you use yourself. Freezing an enemy with supported skills infuses your damage with 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 a short time.

                                              2 variants

                                              Ice Bite I · Tier 1

                                              Cost multiplier 1×

                                              • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                25 % of Dmg 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 .
                                                Dmg for 5 seconds on Freezing an enemy with Supported Skills
                                                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 Conversion . Damage over time cannot benefit from damage Gain.
                                                25 % of 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 for 5 seconds on Freezing an enemy with Supported Skills
                                              Ice Bite II · Tier 3

                                              Cost multiplier 1×

                                              • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                30 % of Dmg 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 .
                                                Dmg for 6 seconds on Freezing an enemy with Supported Skills
                                                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 Conversion . Damage over time cannot benefit from damage Gain.
                                                30 % of 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 for 6 seconds on Freezing an enemy with Supported Skills

                                              Raging Cry

                                              • Support
                                              • Warcry
                                              Support
                                              Tier 2
                                              Cost multiplier

                                              Supports WarcryWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              skills, causing them to grant you 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 use depending on counted monster PowerPower

                                              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                              .
                                              Supports WarcryWarcries

                                              Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMelee Attacks , sometimes depending on the total PowerPower of enemies counted.
                                              skills, causing them to grant you 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 use depending on counted monster PowerPower

                                              Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                              .

                                              • Supported Skills grant 4 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 5 PowerPower

                                                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                                of counted Enemies in range
                                                Supported Skills grant 4 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 5 PowerPower

                                                Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
                                                of counted Enemies in range

                                              Tireless

                                              • Support
                                              • Warcry
                                              Support
                                              Tier 1
                                              Cost multiplier
                                              1.2×

                                              Supports WarcryWarcries

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

                                              Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                              by Supported Skills have a chance not to lower the Empowerment count of Supported Skills when they are used.
                                              Supports WarcryWarcries

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

                                              Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                              by Supported Skills have a chance not to lower the Empowerment count of Supported Skills when they are used.

                                              • Supported Skills have 25 % chance to not count Attacks they EmpowerSupported Skills have 25 % chance to not count Attacks they Empower

                                              Cannibalism

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.

                                              2 variants

                                              Cannibalism I · Tier 3

                                              Cost multiplier 1×

                                              • 2 % of max Life recovered on kill while a Supported Skill is active2 % of maximum Life recovered on kill while a Supported Skill is active
                                              Cannibalism II · Tier 4

                                              Cost multiplier 1×

                                              • 3 % of max Life recovered on kill while a Supported Skill is active3 % of maximum Life recovered on kill while a Supported Skill is active

                                              Clarity

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.

                                              2 variants

                                              Clarity I · Tier 1

                                              Cost multiplier 1×

                                              • 30 % Increased Mana Regeneration Rate while a Supported Skill is active30 % Increased Mana Regeneration Rate while a Supported Skill is active
                                              Clarity II · Tier 4

                                              Cost multiplier 1×

                                              • 50 % Increased Mana Regeneration Rate while a Supported Skill is active50 % Increased Mana Regeneration Rate while a Supported Skill is active

                                              Cool Headed

                                              • Support
                                              • Buff
                                              • Persistent
                                              Support
                                              Tier 3
                                              Cost multiplier

                                              Supports Persistent Buff Skills, causing IgniteIgnite

                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                              applied to you to last for a shorter duration while the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing IgniteIgnite

                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                              applied to you to last for a shorter duration while the Supported Skill is active.

                                              • 50 % less IgniteIgnite

                                                Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                duration on you while a Supported Skill is active
                                                50 % less IgniteIgnite

                                                Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                duration on you while a Supported Skill is active

                                              Deadly Heralds

                                              • Support
                                              • Herald
                                              • Persistent
                                              Support
                                              Tier 3
                                              Cost multiplier

                                              Supports Herald Skills, making their triggered effects deal more damage at the expense of higher SpiritSpirit

                                              Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                              cost.
                                              Supports Herald Skills, making their triggered effects deal more damage at the expense of higher SpiritSpirit

                                              Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                              cost.

                                              • Supported Skills deal 30 % more DmgSupported Skills deal 30 % more Damage

                                              Direstrike

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low LifeLow_Life

                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                              while the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low LifeLow_Life

                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                              while the Supported Skill is active.

                                              2 variants

                                              Direstrike I · Tier 2

                                              Cost multiplier 1×

                                              • Deal 50 % inc. Atk Dmg while on Low LifeLow_Life

                                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                while a Supported Skill is active
                                                Deal 50 % increased Attack Damage while on Low LifeLow_Life

                                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                while a Supported Skill is active
                                              Direstrike II · Tier 4

                                              Cost multiplier 1×

                                              • Deal 70 % inc. Atk Dmg while on Low LifeLow_Life

                                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                while a Supported Skill is active
                                                Deal 70 % increased Attack Damage while on Low LifeLow_Life

                                                A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                while a Supported Skill is active

                                              Herbalism

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to gain increased Life recovery from 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                              while the Skill is active.
                                              Supports Persistent Buff Skills, causing you to gain increased Life recovery from 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                              while the Skill is active.

                                              2 variants

                                              Herbalism I · Tier 2

                                              Cost multiplier 1×

                                              • 30 % Increased Recovery from Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                while a Supported Skill is active
                                                30 % Increased Recovery from Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                while a Supported Skill is active
                                              Herbalism II · Tier 4

                                              Cost multiplier 1×

                                              • 50 % Increased Recovery from Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                while a Supported Skill is active
                                                50 % Increased Recovery from Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                while a Supported Skill is active

                                              Mysticism

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full 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 the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full 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 the Supported Skill is active.

                                              2 variants

                                              Mysticism I · Tier 2

                                              Cost multiplier 1×

                                              • Deal 30 % inc. Spell Dmg while on full 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 a Supported Skill is active
                                                Deal 30 % increased Spell Damage while on full 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 a Supported Skill is active
                                              Mysticism II · Tier 4

                                              Cost multiplier 1×

                                              • Deal 40 % inc. Spell Dmg while on full 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 a Supported Skill is active
                                                Deal 40 % increased Spell Damage while on full 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 a Supported Skill is active

                                              Precision

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to gain 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.
                                              while the Skill is active.
                                              Supports Persistent Buff Skills, causing you to gain 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.
                                              while the Skill is active.

                                              2 variants

                                              Precision I · Tier 1

                                              Cost multiplier 1×

                                              • 30 % Increased 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 while a Supported Skill is active
                                                30 % 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 while a Supported Skill is active
                                              Precision II · Tier 4

                                              Cost multiplier 1×

                                              • 50 % Increased 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 while a Supported Skill is active
                                                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 while a Supported Skill is active

                                              Refraction

                                              • Support
                                              • Buff
                                              • Persistent

                                              A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                              3 variants

                                              Refraction I · Tier 2

                                              Cost multiplier 1×

                                              Supports Banner SkillsBanner_Skills

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes 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.
                                              to partially apply to Elemental HitHit

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

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes 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.
                                              to partially apply to Elemental HitHit

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

                                              • Refractive Plating grants Deflection Rating equal to 15 % of 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
                                                Refractive Plating grants Deflection Rating equal to 15 % of 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
                                              • Refractive Plating causes 20 % of 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.
                                                to apply to Elemental HitHit

                                                Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                Dmg taken
                                                Refractive Plating causes 20 % of 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.
                                                to apply to Elemental HitHit

                                                Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                Damage taken
                                              Refraction II · Tier 3

                                              Cost multiplier 1×

                                              Supports Banner SkillsBanner_Skills

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes 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.
                                              to partially apply to Elemental HitHit

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

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes 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.
                                              to partially apply to Elemental HitHit

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

                                              • Refractive Plating grants Deflection Rating equal to 20 % of 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
                                                Refractive Plating grants Deflection Rating equal to 20 % of 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
                                              • Refractive Plating causes 30 % of 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.
                                                to apply to Elemental HitHit

                                                Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                Dmg taken
                                                Refractive Plating causes 30 % of 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.
                                                to apply to Elemental HitHit

                                                Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                Damage taken
                                              Refraction III · Tier 5

                                              Cost multiplier 1×

                                              Supports Banner SkillsBanner_Skills

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing Enemies within their area to gain Refractive Dissolution, 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.
                                              which lowers 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.
                                              .
                                              Supports Banner SkillsBanner_Skills

                                              Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the PowerPower of the Monster hit. Once at full Glory , the Banner can be placed to create powerful Buffing Areas. Normally you have a limit of a single Banner placed at one time.
                                              , causing Enemies within their area to gain Refractive Dissolution, 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.
                                              which lowers 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.
                                              .

                                              • Supported Banners apply Refractive Dissolution to Enemies in their radius Refractive Dissolution applies 2 % Elemental ExposureExposure

                                                Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 1000 player 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.
                                                , up to 80%
                                                Supported Banners apply Refractive Dissolution to Enemies in their radius Refractive Dissolution applies 2 % Elemental ExposureExposure

                                                Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 1000 player 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.
                                                , up to 80%

                                              Strong Hearted

                                              • Support
                                              • Buff
                                              • Persistent
                                              Support
                                              Tier 3
                                              Cost multiplier

                                              Supports Persistent Buff Skills, causing ShockShock

                                              Shock is an AilmentAilments 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.
                                              applied to you to last for a shorter duration while the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing ShockShock

                                              Shock is an AilmentAilments 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.
                                              applied to you to last for a shorter duration while the Supported Skill is active.

                                              • 50 % less ShockShock

                                                Shock is an AilmentAilments 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 on you while a Supported Skill is active
                                                50 % less ShockShock

                                                Shock is an AilmentAilments 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 on you while a Supported Skill is active

                                              Thornskin

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to deal increased 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 while the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing you to deal increased 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 while the Supported Skill is active.

                                              2 variants

                                              Thornskin I · Tier 2

                                              Cost multiplier 1×

                                              • Deal 40 % inc. 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 while a Supported Skill is active
                                                Deal 40 % increased 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 while a Supported Skill is active
                                              Thornskin II · Tier 4

                                              Cost multiplier 1×

                                              • Deal 70 % inc. 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 while a Supported Skill is active
                                                Deal 70 % increased 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 while a Supported Skill is active

                                              Upwellling

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.

                                              2 variants

                                              Upwelling I · Tier 2

                                              Cost multiplier 1×

                                              • Your Minions deal 30 % inc. Dmg while you are not on full Mana while a Supported Skill is activeYour Minions deal 30 % increased Damage while you are not on full Mana while a Supported Skill is active
                                              Upwelling II · Tier 4

                                              Cost multiplier 1×

                                              • Your Minions deal 50 % inc. Dmg while you are not on full Mana while a Supported Skill is activeYour Minions deal 50 % increased Damage while you are not on full Mana while a Supported Skill is active

                                              Vitality

                                              • Support
                                              • Buff
                                              • Persistent

                                              Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.

                                              2 variants

                                              Vitality I · Tier 1

                                              Cost multiplier 1×

                                              • Regenerate 1 % of max Life per second while a Supported Skill is activeRegenerate 1 % of maximum Life per second while a Supported Skill is active
                                              Vitality II · Tier 4

                                              Cost multiplier 1×

                                              • Regenerate 2 % of max Life per second while a Supported Skill is activeRegenerate 2 % of maximum Life per second while a Supported Skill is active

                                              Warm Blooded

                                              • Support
                                              • Buff
                                              • Persistent
                                              Support
                                              Tier 3
                                              Cost multiplier

                                              Supports Persistent Buff Skills, causing FreezeFreeze

                                              Freeze is an AilmentAilments 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 .
                                              applied to you to last for a shorter duration while the Supported Skill is active.
                                              Supports Persistent Buff Skills, causing FreezeFreeze

                                              Freeze is an AilmentAilments 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 .
                                              applied to you to last for a shorter duration while the Supported Skill is active.

                                              • 50 % less FreezeFreeze

                                                Freeze is an AilmentAilments 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 .
                                                duration on you while a Supported Skill is active
                                                50 % less FreezeFreeze

                                                Freeze is an AilmentAilments 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 .
                                                duration on you while a Supported Skill is active

                                              Infusion

                                              • Support
                                              • Buff
                                              Support
                                              Base
                                              Cost multiplier
                                              1.3×

                                              Supports Persistent Buff Skills, making the Buff they grant more powerful.Supports Persistent Buff Skills, making the Buff they grant more powerful.

                                              • Supported Skills have 30 % more Buff effectSupported Skills have 30 % more Buff effect

                                              Poison Spores

                                              • Support
                                              • Attack
                                              • AoE
                                              • Trigger
                                              • Physical
                                              • Chaos
                                              • Duration
                                              • Plant
                                              Support
                                              Tier 3
                                              Cost multiplier

                                              Supports Plant Skills which HitHit

                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                              enemies. Supported Skills Trigger Toxic Pustule on Hitting an enemy.
                                              Supports Plant Skills which HitHit

                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                              enemies. Supported Skills Trigger Toxic Pustule on Hitting an enemy.

                                              Support

                                              • Supported Skills Trigger Toxic Pustule on Hitting an enemySupported Skills Trigger Toxic Pustule on Hitting an enemy

                                              Toxic Pustule

                                              Level
                                              (1 - 20)(1 - 20)
                                              Cost
                                              0 Mana0 Mana
                                              Cooldown Time
                                              0.10 s0.10 s
                                              • Overgrown Pustules grow as though dealt (0.4 - 194.2) PoisonPoison

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                damage per second
                                                Overgrown Pustules grow as though dealt (0.4 - 194.2) PoisonPoison

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                damage per second
                                              • Each enemy can have up to 1 Pustule attachedEach enemy can have up to 1 Pustule attached

                                              Pustule Explosion

                                              • 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
                                              • Always PoisonsPoison

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                on HitHit

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

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                on HitHit

                                                Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                              • Explosion radius is 1 metreExplosion radius is 1 metre
                                              • Pustules store expected damage of PoisonsPoison

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                inflicted on them
                                                Pustules store expected damage of PoisonsPoison

                                                Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                inflicted on them

                                                Seal

                                                • Spell
                                                • Duration
                                                • Support
                                                • Buff
                                                Support
                                                Tier 1
                                                Cost multiplier
                                                1.5×

                                                Supports Repeatable Spells you cast yourself, Sealing them over time. 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.
                                                are broken when cast, each causing the Spell 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.
                                                . Cannot support skills with a Cooldown or which already gain 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.
                                                .
                                                Supports Repeatable Spells you cast yourself, Sealing them over time. 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.
                                                are broken when cast, each causing the Spell 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.
                                                . Cannot support skills with a Cooldown or which already gain 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.
                                                .

                                                • Supported Skills have a max of 2 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.
                                                  Supported Skills have a maximum of 2 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.
                                                • 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
                                                • Supported Spells 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 0.2 % of cast time
                                                  Supported Spells 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 0.2 % of cast time
                                                • Supported Skills deal 50 % less Dmg when RepeatingSupported Skills deal 50 % less Damage when Repeating

                                                Harmonic Remnants

                                                • Support
                                                • Remnant

                                                Supports Skills which create Remnants, allowing those Remnants to be collected from further away.Supports Skills which create Remnants, allowing those Remnants to be collected from further away.

                                                2 variants

                                                Harmonic Remnants I · Tier 2

                                                Cost multiplier 1×

                                                Supports Skills which create Remnants , allowing those Remnants to be collected from further away.Supports Skills which create Remnants , allowing those Remnants to be collected from further away.

                                                • Remnants created by Supported Skills can be collected from 35 % further awayRemnants created by Supported Skills can be collected from 35 % further away
                                                Harmonic Remnants II · Tier 3

                                                Cost multiplier 1×

                                                Supports Skills which create Remnants , allowing those Remnants to be collected from further away, with a chance to create an additional Remnant .Supports Skills which create Remnants , allowing those Remnants to be collected from further away, with a chance to create an additional Remnant .

                                                • 20 % chance for Supported Skills to create an additional Remnant20 % chance for Supported Skills to create an additional Remnant
                                                • Remnants created by Supported Skills can be collected from 35 % further awayRemnants created by Supported Skills can be collected from 35 % further away

                                                Magnetism

                                                • Support
                                                • Remnant
                                                Support
                                                Magnetic Remnants
                                                Cost multiplier
                                                1.1×

                                                Supports Skills which create Remnants , allowing those Remnants to be collected from further away.Supports Skills which create Remnants , allowing those Remnants to be collected from further away.

                                                • Remnants created by Supported Skills can be collected from 35 % further awayRemnants created by Supported Skills can be collected from 35 % further away

                                                Remnant Potency

                                                • Support
                                                • Remnant

                                                Supports Skills which create Remnants, making those Remnants more powerful.Supports Skills which create Remnants, making those Remnants more powerful.

                                                3 variants

                                                Remnant Potency I · Tier 2

                                                Cost multiplier 1×

                                                Supports Skills which create Remnants , making those Remnants more powerful.Supports Skills which create Remnants , making those Remnants more powerful.

                                                • Remnants from Supported Skills have 20 % inc. effectRemnants from Supported Skills have 20 % increased effect
                                                Remnant Potency II · Tier 3

                                                Cost multiplier 1×

                                                Supports Skills which create Remnants , making those Remnants more powerful, but delaying their effect.Supports Skills which create Remnants , making those Remnants more powerful, but delaying their effect.

                                                • Effects of Remnants generated by Supported Skills occur 4 seconds after being collectedEffects of Remnants generated by Supported Skills occur 4 seconds after being collected
                                                • Remnants from Supported Skills have 30 % inc. effectRemnants from Supported Skills have 30 % increased effect
                                                Remnant Potency III · Tier 4

                                                Cost multiplier 1×

                                                Supports Skills which create Remnants , making those Remnants more powerful, but delaying their effect.Supports Skills which create Remnants , making those Remnants more powerful, but delaying their effect.

                                                • Effects of Remnants generated by Supported Skills occur 3 seconds after being collectedEffects of Remnants generated by Supported Skills occur 3 seconds after being collected
                                                • Remnants from Supported Skills have 40 % inc. effectRemnants from Supported Skills have 40 % increased effect

                                                Rip

                                                • Support
                                                • Attack
                                                • Melee
                                                • Physical
                                                • Duration
                                                • Remnant
                                                Support
                                                Tier 3
                                                Cost multiplier
                                                1.1×

                                                Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                Attack Skills you use or Trigger yourself. Killing BlowsKilling_Blow

                                                A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                with Supported Skills on BleedingBleeding

                                                Bleeding is an AilmentAilments 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.
                                                enemies create a Blood Remnant . Blood Remnants increase your Life regeneration rate for a short while after being collected.
                                                Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                Attack Skills you use or Trigger yourself. Killing BlowsKilling_Blow

                                                A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                with Supported Skills on BleedingBleeding

                                                Bleeding is an AilmentAilments 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.
                                                enemies create a Blood Remnant . Blood Remnants increase your Life regeneration rate for a short while after being collected.

                                                • Remnants created by Supported Skills last for 8 secondsRemnants created by Supported Skills last for 8 seconds
                                                • Supported Skills create a Blood Remnant when dealing a killing blow to a BleedingBleeding

                                                  Bleeding is an AilmentAilments 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.
                                                  Enemy Remnants created this way increase Life regeneration rate by 10 % for 5 seconds when collected, up to a max of 100%
                                                  Supported Skills create a Blood Remnant when dealing a killing blow to a BleedingBleeding

                                                  Bleeding is an AilmentAilments 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.
                                                  Enemy Remnants created this way increase Life regeneration rate by 10 % for 5 seconds when collected, up to a maximum of 100%
                                                • Remnants are created within a 1.5 metre radius of the slain EnemyRemnants are created within a 1.5 metre radius of the slain Enemy

                                                Selfless Remnants

                                                • Support
                                                • Remnant
                                                Support
                                                Tier 2
                                                Cost multiplier

                                                Supports Skills that generate Remnants , causing those Remnants to affect 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.
                                                when collected instead of you.
                                                Supports Skills that generate Remnants , causing those Remnants to affect 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.
                                                when collected instead of you.

                                                • Remnants from Supported Skills affect 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.
                                                  instead of you when collected
                                                  Remnants from Supported Skills affect 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.
                                                  instead of you when collected

                                                Accelerated Growth

                                                • Support
                                                • Spell
                                                • AoE
                                                • Plant
                                                • Trigger

                                                Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown.Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown.

                                                2 variants

                                                Accelerated Growth · Tier 2

                                                Cost multiplier 1×

                                                Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown .Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown .

                                                Support

                                                • Triggers Accelerated Growth on Overgrowing Plants created by Supported SkillsTriggers Accelerated Growth on Overgrowing Plants created by Supported Skills

                                                Accelerated Growth

                                                Level
                                                (1 - 20)(1 - 20)
                                                Cost
                                                0 Mana0 Mana
                                                Cast Time
                                                InstantInstant
                                                Critical Hit Chance
                                                10.00%10.00%
                                                • Deals (4 - 111) to (6 - 167) PhysicalPhysical

                                                  10% increased Physical Damage
                                                  Dmg
                                                  Deals (4 - 111) to (6 - 167) PhysicalPhysical

                                                  10% increased Physical Damage
                                                  Damage
                                                • Explosion radius is 1.8 mExplosion radius is 1.8 metres
                                                • Explosion occurs after 1.2 secondsExplosion occurs after 1.2 seconds
                                                  Accelerated Growth II · Tier 5

                                                  Cost multiplier 1×

                                                  Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown , Blinding enemies HitHit

                                                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                  .
                                                  Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown , Blinding enemies HitHit

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

                                                  Support

                                                  • Triggers Accelerated Growth on Overgrowing Plants created by Supported SkillsTriggers Accelerated Growth on Overgrowing Plants created by Supported Skills

                                                  Accelerated Growth

                                                  Level
                                                  (1 - 20)(1 - 20)
                                                  Cost
                                                  0 Mana0 Mana
                                                  Cast Time
                                                  InstantInstant
                                                  Critical Hit Chance
                                                  10.00%10.00%
                                                  • Deals (4 - 111) to (6 - 167) PhysicalPhysical

                                                    10% increased Physical Damage
                                                    Dmg
                                                    Deals (4 - 111) to (6 - 167) PhysicalPhysical

                                                    10% increased Physical Damage
                                                    Damage
                                                  • BlindBlind

                                                    Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                    enemies on HitHit

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

                                                    Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                    enemies on HitHit

                                                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                  • Explosion radius is 1.8 mExplosion radius is 1.8 metres
                                                  • Explosion occurs after 1.2 secondsExplosion occurs after 1.2 seconds

                                                    Bone Shrapnel

                                                    • Support
                                                    • AoE
                                                    • Physical
                                                    • Trigger
                                                    Support
                                                    Tier 2
                                                    Cost multiplier

                                                    Deal PhysicalPhysical

                                                    10% increased Physical Damage
                                                    Area Damage based off of the maximum Life of the PinnedPinned

                                                    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                    target slain.
                                                    Deal PhysicalPhysical

                                                    10% increased Physical Damage
                                                    Area Damage based off of the maximum Life of the PinnedPinned

                                                    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                    target slain.

                                                    Support

                                                    • Supported Skills cannot cause Pin buildupSupported Skills cannot cause Pin buildup
                                                    • Supported Skills trigger Bone Shrapnel Explosions on killing PinnedPinned

                                                      Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                      Enemies
                                                      Supported Skills trigger Bone Shrapnel Explosions on killing PinnedPinned

                                                      Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                      Enemies

                                                    Bone Shrapnel Explosion

                                                    Cost
                                                    0 Mana0 Mana
                                                    Critical Hit Chance
                                                    13.00%13.00%
                                                    • Deals 25 % of PinnedPinned

                                                      Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                      target's Maximum Life as PhysicalPhysical

                                                      10% increased Physical Damage
                                                      Dmg
                                                      Deals 25 % of PinnedPinned

                                                      Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilised .
                                                      target's Maximum Life as PhysicalPhysical

                                                      10% increased Physical Damage
                                                      Damage
                                                    • Cannot cause Pin buildupCannot cause Pin buildup
                                                    • Explosion radius is 2 mExplosion radius is 2 metres

                                                      Burning Inscription

                                                      • Support
                                                      • AoE
                                                      • Fire
                                                      • Trigger
                                                      Support
                                                      Tier 4
                                                      Cost multiplier
                                                      1.1×

                                                      Create Ignited GroundIgnited_Ground

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

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

                                                      Support

                                                      • Supported Skills trigger Burning Inscription after their Runic InscriptionsRunicInscription

                                                        Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
                                                        expire
                                                        Supported Skills trigger Burning Inscription after their Runic InscriptionsRunicInscription

                                                        Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
                                                        expire

                                                      Burning Inscription

                                                      Cost
                                                      0 Mana0 Mana
                                                      • Create Ignited GroundIgnited_Ground

                                                        Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
                                                        , Igniting enemies as though dealing 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 equal to 20 % of your Maximum Mana
                                                        Create Ignited GroundIgnited_Ground

                                                        Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
                                                        , Igniting enemies as though dealing 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 20 % of your Maximum Mana
                                                      • 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 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

                                                        Bursting Plague

                                                        • Support
                                                        • AoE
                                                        • Physical
                                                        • Chaos
                                                        • Trigger
                                                        Support
                                                        Tier 2
                                                        Cost multiplier
                                                        1.2×

                                                        Supports skills that can PoisonPoison

                                                        Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                        enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions .
                                                        Supports skills that can PoisonPoison

                                                        Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                        enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions .

                                                        Support

                                                        • PoisonPoison

                                                          Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                          from Supported Skills also adds 100 % of Dmg per Second to Enemy as Plague, up to a max of 20 % of Enemy's max Life
                                                          PoisonPoison

                                                          Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                          from Supported Skills also adds 100 % of Damage per Second to Enemy as Plague, up to a maximum of 20 % of Enemy's maximum Life

                                                        Plague Burst

                                                        Cost
                                                        0 Mana0 Mana
                                                        Cooldown Time
                                                        0.10 s0.10 s
                                                        • +5 % to CriticalCritical

                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                          Chance
                                                          +5 % to CriticalCritical

                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                          Chance
                                                        • Deals PhysicalPhysical

                                                          10% increased Physical Damage
                                                          Dmg equal to 100 % of Plague on Triggering Enemy
                                                          Deals PhysicalPhysical

                                                          10% increased Physical Damage
                                                          Damage equal to 100 % of Plague on Triggering Enemy
                                                        • This Skill is Triggered when an Enemy Dies with Plague on itThis Skill is Triggered when an Enemy Dies with Plague on it
                                                        • Has up to 100 % more AoE at max PlagueHas up to 100 % more Area of Effect at maximum Plague
                                                        • Burst radius is 1.8 mBurst radius is 1.8 metres

                                                          Crater

                                                          • Support
                                                          • Attack
                                                          • AoE
                                                          • Melee
                                                          • Fire
                                                          • Duration
                                                          • Trigger
                                                          Support
                                                          Tier 2
                                                          Cost multiplier

                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                          Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions .
                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                          Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions .

                                                          Support

                                                          • Supported Skills create 3 Fissures on landingSupported Skills create 3 Fissures on landing

                                                          Fissures

                                                          Cost
                                                          0 Mana0 Mana
                                                          • 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
                                                          • Atk Dmg of this skill is 35 % of Default Atk DmgAttack Damage of this skill is 35 % of Default Attack Damage
                                                          • Fissure length is 1.5 mFissure length is 1.5 metres
                                                          • Fissure duration is 6 secondsFissure duration is 6 seconds
                                                          • LimitLimit

                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                            9 Fissures allowed
                                                            LimitLimit

                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                            9 Fissures allowed

                                                            Deadly Resolve

                                                            • Support
                                                            • Attack
                                                            • AoE
                                                            • Physical
                                                            • Channelling
                                                            • Staged
                                                            • Trigger
                                                            Support
                                                            Tier 3
                                                            Cost multiplier

                                                            Supports ChannellingChannelling

                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                            Skills you use yourself. While ChannellingChannelling

                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                            Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on 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.
                                                            .
                                                            Supports ChannellingChannelling

                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                            Skills you use yourself. While ChannellingChannelling

                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                            Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on 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.
                                                            .

                                                            Support

                                                            • Can Trigger Deadly Resolve once every 0.3 secondsCan Trigger Deadly Resolve once every 0.3 seconds
                                                            • Stage duration is 10 secondsStage duration is 10 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                              a stage every 1 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                              a stage every 1 second
                                                            • 3 max stages3 maximum stages

                                                            Deadly Resolve

                                                            Level
                                                            (1 - 20)(1 - 20)
                                                            Cost
                                                            0 Mana0 Mana
                                                            Critical Hit Chance
                                                            5.00%5.00%
                                                            Attack Damage
                                                            (90 - 367)% of base(90 - 367)% of base
                                                            • 1% more damage per (5 - 108) of 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.
                                                              , up to 200%
                                                              1% more damage per (5 - 108) of 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.
                                                              , up to 200%
                                                            • (7 - 196) to (11 - 294) base PhysicalPhysical

                                                              10% increased Physical Damage
                                                              Dmg
                                                              (7 - 196) to (11 - 294) base PhysicalPhysical

                                                              10% increased Physical Damage
                                                              Damage
                                                            • Slash radius is 3 mSlash radius is 3 metres

                                                              Electromagnetism

                                                              • Support
                                                              • Spell
                                                              • AoE
                                                              • Sustained
                                                              • Lightning
                                                              • Payoff
                                                              • Trigger
                                                              Support
                                                              Tier 3
                                                              Cost multiplier

                                                              Supports Skills that HitHit

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

                                                              Shock is an AilmentAilments 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.
                                                              an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing 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 at an interval.
                                                              Supports Skills that HitHit

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

                                                              Shock is an AilmentAilments 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.
                                                              an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing 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 at an interval.

                                                              Support

                                                              • On Shocking an enemy where there are at least 3 Shocked enemies within 4 m that are not already in a Shocking Rift, Supported Skills ConsumeConsume

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

                                                                Shock is an AilmentAilments 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.
                                                                of all enemies within 4 m to trigger Shocking Rift
                                                                On Shocking an enemy where there are at least 3 Shocked enemies within 4 metres that are not already in a Shocking Rift, Supported Skills ConsumeConsume

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

                                                                Shock is an AilmentAilments 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.
                                                                of all enemies within 4 metres to trigger Shocking Rift

                                                              Pulse

                                                              Level
                                                              (1 - 20)(1 - 20)
                                                              Cost
                                                              0 Mana0 Mana
                                                              Cast Time
                                                              InstantInstant
                                                              Critical Hit Chance
                                                              9.00%9.00%
                                                              • Deals (1 - 8) to (6 - 153) 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 - 8) to (6 - 153) 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 AilmentAilments 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 AilmentAilments 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 Rift radius is 2 mShocking Rift radius is 2 metres
                                                              • Shocking Rift pull radius is 2.5 mShocking Rift pull radius is 2.5 metres
                                                              • LimitLimit

                                                                Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                3 Shocking Rifts
                                                                LimitLimit

                                                                Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                3 Shocking Rifts
                                                              • 20 % more Dmg per pulse performed20 % more Damage per pulse performed
                                                              • Pulses apply HinderHinder

                                                                Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
                                                                for 0.9 seconds
                                                                Pulses apply HinderHinder

                                                                Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
                                                                for 0.9 seconds
                                                              • Shocking Rift pulses every 0.85 seconds, up to 5 timesShocking Rift pulses every 0.85 seconds, up to 5 times
                                                              • 25 % inc. pulse speed for each ShockShock

                                                                Shock is an AilmentAilments 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.
                                                                Consumed by the rift
                                                                25 % increased pulse speed for each ShockShock

                                                                Shock is an AilmentAilments 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.
                                                                Consumed by the rift

                                                              Final Pulse

                                                              • Cannot ShockShock

                                                                Shock is an AilmentAilments 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 AilmentAilments 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 Rift radius is 2 mShocking Rift radius is 2 metres
                                                              • 20 % more Dmg per pulse performed20 % more Damage per pulse performed
                                                              • Pulses apply HinderHinder

                                                                Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
                                                                for 0.9 seconds
                                                                Pulses apply HinderHinder

                                                                Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
                                                                for 0.9 seconds
                                                              • Deals (1 - 16) to (11 - 307) 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 (11 - 307) 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

                                                                Elemental Discharge

                                                                • Support
                                                                • Spell
                                                                • AoE
                                                                • Lightning
                                                                • Cold
                                                                • Fire
                                                                • Payoff
                                                                • Trigger
                                                                Support
                                                                Tier 3
                                                                Cost multiplier

                                                                Supports any Spell that Hits enemies, causing it to consume Elemental AilmentsElemental_Ailments

                                                                Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                on hit to trigger an Elemental Discharge. Cannot support the skills of Minions .
                                                                Supports any Spell that Hits enemies, causing it to consume Elemental AilmentsElemental_Ailments

                                                                Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                on hit to trigger an Elemental Discharge. Cannot support the skills of Minions .

                                                                Support

                                                                • Supported Skills Cannot inflict FreezeFreeze

                                                                  Freeze is an AilmentAilments 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 AilmentAilments 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 AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                  Supported Skills Cannot inflict FreezeFreeze

                                                                  Freeze is an AilmentAilments 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 AilmentAilments 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 AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                • Supported Skills ConsumeConsume

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

                                                                  Freeze is an AilmentAilments 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 AilmentAilments 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 AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                  on hit to trigger Elemental Discharge
                                                                  Supported Skills ConsumeConsume

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

                                                                  Freeze is an AilmentAilments 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 AilmentAilments 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 AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                  on hit to trigger Elemental Discharge

                                                                Elemental Discharge

                                                                Cost
                                                                0 Mana0 Mana
                                                                Cooldown Time
                                                                1.00 s1.00 s
                                                                Cast Time
                                                                1.00 sec1.00 sec
                                                                Critical Hit Chance
                                                                10.00%10.00%
                                                                • Only deals Dmg of Elements matching Consumed AilmentsAilments

                                                                  Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                  Deals no Dmg of other Dmg TypesDamage_Types

                                                                  The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                  Only deals Damage of Elements matching Consumed AilmentsAilments

                                                                  Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                  Deals no Damage of other Damage TypesDamage_Types

                                                                  The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                • 40 % to 60 % of your IntIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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 .
                                                                  Dmg
                                                                  40 % to 60 % of your IntelligenceIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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
                                                                • 80 % to 120 % of your IntIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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 .
                                                                  Dmg
                                                                  80 % to 120 % of your IntelligenceIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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
                                                                • 1 % to 120 % of your IntIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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
                                                                  1 % to 120 % of your IntelligenceIntelligence

                                                                  Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                  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
                                                                • Discharge radius is 2 mDischarge radius is 2 metres

                                                                  Fan The Flames

                                                                  • Support
                                                                  • Attack
                                                                  • AoE
                                                                  • Fire
                                                                  • Trigger

                                                                  Supports Wind SkillsWind_Skills

                                                                  Wind Skills gain additional interactions with other specified Skills, typically FireFire Skills.
                                                                  which HitHit

                                                                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                  enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them.
                                                                  Supports Wind SkillsWind_Skills

                                                                  Wind Skills gain additional interactions with other specified Skills, typically FireFire Skills.
                                                                  which HitHit

                                                                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                  enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them.

                                                                  2 variants

                                                                  Fan The Flames · Tier 2

                                                                  Cost multiplier 1×

                                                                  Support

                                                                  • Trigger Fan the Flames when Hitting an Ignited enemy with Supported SkillsTrigger Fan the Flames when Hitting an Ignited enemy with Supported Skills

                                                                  Fan the Flames

                                                                  Level
                                                                  (1 - 20)(1 - 20)
                                                                  Cost
                                                                  0 Mana0 Mana
                                                                  Cooldown Time
                                                                  0.50 s (5 Times)0.50 s (5 Times)
                                                                  Critical Hit Chance
                                                                  7.00%7.00%
                                                                  Attack Damage
                                                                  (45 - 163)% of base(45 - 163)% of base
                                                                  • (7 - 196) to (11 - 294) base 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
                                                                    (7 - 196) to (11 - 294) base 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 3.5 mExplosion radius is 3.5 metres
                                                                  • Cannot IgniteIgnite

                                                                    Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                    Cannot IgniteIgnite

                                                                    Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                    Fan The Flames II · Tier 4

                                                                    Cost multiplier 1×

                                                                    Supports Wind SkillsWind_Skills

                                                                    Wind Skills gain additional interactions with other specified Skills, typically FireFire Skills.
                                                                    which HitHit

                                                                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                    enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them. The explosion Spreads the initial enemy's IgniteIgnite

                                                                    Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                    to other enemies HitHit

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

                                                                    Wind Skills gain additional interactions with other specified Skills, typically FireFire Skills.
                                                                    which HitHit

                                                                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                    enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them. The explosion Spreads the initial enemy's IgniteIgnite

                                                                    Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                    to other enemies HitHit

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

                                                                    Support

                                                                    • Trigger Fan the Flames when Hitting an Ignited enemy with Supported SkillsTrigger Fan the Flames when Hitting an Ignited enemy with Supported Skills

                                                                    Fan the Flames

                                                                    Level
                                                                    (1 - 20)(1 - 20)
                                                                    Cost
                                                                    0 Mana0 Mana
                                                                    Cooldown Time
                                                                    0.50 s (5 Times)0.50 s (5 Times)
                                                                    Critical Hit Chance
                                                                    7.00%7.00%
                                                                    Attack Damage
                                                                    (45 - 163)% of base(45 - 163)% of base
                                                                    • Hitting an enemy with Fan the Flames Spreads that enemy's IgniteIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                      to all enemies HitHit

                                                                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                      Hitting an enemy with Fan the Flames Spreads that enemy's IgniteIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                      to all enemies HitHit

                                                                      Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                    • (7 - 196) to (11 - 294) base 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
                                                                      (7 - 196) to (11 - 294) base 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 3.5 mExplosion radius is 3.5 metres
                                                                    • Cannot IgniteIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                      Cannot IgniteIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.

                                                                      Fiery Death

                                                                      • Support
                                                                      • Spell
                                                                      • AoE
                                                                      • Fire
                                                                      • Trigger
                                                                      Support
                                                                      Tier 2
                                                                      Cost multiplier
                                                                      1.2×

                                                                      Supports any skill that Hits enemies, causing enemies it IgnitesIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                      to have a chance to explode on death.
                                                                      Supports any skill that Hits enemies, causing enemies it IgnitesIgnite

                                                                      Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                      to have a chance to explode on death.

                                                                      Support

                                                                      • Enemies Ignited by Supported Skills have 60 % chance to explode on deathEnemies Ignited by Supported Skills have 60 % chance to explode on death

                                                                      Explosion

                                                                      Cost
                                                                      0 Mana0 Mana
                                                                      Cast Time
                                                                      1.00 sec1.00 sec
                                                                      Critical Hit Chance
                                                                      8.00%8.00%
                                                                      • Explosion deals base 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 equal to 10 % of 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.
                                                                        's Maximum Life
                                                                        Explosion deals base 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 10 % of 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.
                                                                        's Maximum Life
                                                                      • Explosion radius is 2 mExplosion radius is 2 metres

                                                                        Flame Pillar

                                                                        • Support
                                                                        • AoE
                                                                        • Fire
                                                                        • Trigger
                                                                        Support
                                                                        Base
                                                                        Cost multiplier
                                                                        1.15×

                                                                        Supports any Skill you use yourself which can cause Damaging Hits . Supported Skills ConsumeConsume

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

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        on HitHit

                                                                        Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                        to create pillars of flame, but cannot themselves inflict IgniteIgnite

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        . Cannot Support Skills which already 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.
                                                                        IgniteIgnite

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        , and does not modify the Skills of Minions .
                                                                        Supports any Skill you use yourself which can cause Damaging Hits . Supported Skills ConsumeConsume

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

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        on HitHit

                                                                        Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                        to create pillars of flame, but cannot themselves inflict IgniteIgnite

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        . Cannot Support Skills which already 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.
                                                                        IgniteIgnite

                                                                        Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        , and does not modify the Skills of Minions .

                                                                        Support

                                                                        • Supported Skills ConsumeConsume

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

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                          on Enemies they HitHit

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

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

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                          on Enemies they HitHit

                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                          , creating a Flame Pillar
                                                                        • Supported Skills cannot IgniteIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                          Supported Skills cannot IgniteIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        • Maximum 10 Flame PillarsMaximum 10 Flame Pillars

                                                                        Flame Pillar

                                                                        Cost
                                                                        0 Mana0 Mana
                                                                        • Pillar radius is 1.5 mPillar radius is 1.5 metres
                                                                        • Cannot IgniteIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                          Cannot IgniteIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                        • Flame Pillars deal Dmg equal to 25 % of the highest expected remaining Dmg of the Consumed IgnitesIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                          Flame Pillars deal Damage equal to 25 % of the highest expected remaining Damage of the Consumed IgnitesIgnite

                                                                          Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.

                                                                          Fluke

                                                                          • Support
                                                                          • Trigger
                                                                          Support
                                                                          Tier 3
                                                                          Cost multiplier
                                                                          1.2×

                                                                          Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered , as well as recovering a random amount of their cost when Triggered .Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered , as well as recovering a random amount of their cost when Triggered .

                                                                          • Skills Triggered by Supported Skills deal between 40 % less and 60 % more DmgSkills Triggered by Supported Skills deal between 40 % less and 60 % more Damage
                                                                          • Skills Triggered by Supported Skills recover between % and 20 % of cost on useSkills Triggered by Supported Skills recover between % and 20 % of cost on use

                                                                          Frozen Vortex

                                                                          • Support
                                                                          • AoE
                                                                          • Cold
                                                                          • Duration
                                                                          • Trigger
                                                                          Support
                                                                          Base
                                                                          Cost multiplier
                                                                          1.2×

                                                                          Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.

                                                                          Support

                                                                          • Supported Skills Trigger FrozenFrozen

                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                            Vortex on Shattering an Enemy
                                                                            Supported Skills Trigger FrozenFrozen

                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                            Vortex on Shattering an Enemy

                                                                          Frozen Vortex

                                                                          Cost
                                                                          0 Mana0 Mana
                                                                          • Vortex radius is 1.6 mVortex radius is 1.6 metres
                                                                          • Vortexes last for 3 secondsVortexes last for 3 seconds
                                                                          • Vortex deals 30 % of Overkill Dmg from the HitHit

                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                            which Triggered it 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 .
                                                                            Dmg over time
                                                                            Vortex deals 30 % of Overkill Damage from the HitHit

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

                                                                            Haemocrystals

                                                                            • Support
                                                                            • Attack
                                                                            • AoE
                                                                            • Physical
                                                                            • Trigger
                                                                            Support
                                                                            Tier 3
                                                                            Cost multiplier

                                                                            Supports Attack Skills you use yourself which can cause Damaging Hits . Supported Skills ConsumeConsume

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

                                                                            Bleeding is an AilmentAilments 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                            to create explosive blood-filled crystals, but cannot themselves inflict BleedingBleeding

                                                                            Bleeding is an AilmentAilments 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.
                                                                            . Cannot Support Skills which already 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 AilmentAilments 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.
                                                                            .
                                                                            Supports Attack Skills you use yourself which can cause Damaging Hits . Supported Skills ConsumeConsume

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

                                                                            Bleeding is an AilmentAilments 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                            to create explosive blood-filled crystals, but cannot themselves inflict BleedingBleeding

                                                                            Bleeding is an AilmentAilments 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.
                                                                            . Cannot Support Skills which already 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 AilmentAilments 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.
                                                                            .

                                                                            Support

                                                                            • Supported Attacks cannot cause BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                              Supported Attacks cannot cause BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                            • Supported Skills ConsumeConsume

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

                                                                              Bleeding is an AilmentAilments 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 Enemies they HitHit

                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                              , creating 4 Haemocrystals
                                                                              Supported Skills ConsumeConsume

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

                                                                              Bleeding is an AilmentAilments 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 Enemies they HitHit

                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                              , creating 4 Haemocrystals
                                                                            • Supported Skills create 2 additional Haemocrystals when Consuming Aggravated BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                              Supported Skills create 2 additional Haemocrystals when Consuming Aggravated BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                            • Maximum 20 active HaemocrystalsMaximum 20 active Haemocrystals

                                                                            Haemocrystals

                                                                            Cost
                                                                            0 Mana0 Mana
                                                                            • Cannot cause BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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 AilmentAilments 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.
                                                                            • Haemocrystal radius is 1 metreHaemocrystal radius is 1 metre
                                                                            • Haemocrystals explode after 1.5 secondsHaemocrystals explode after 1.5 seconds
                                                                            • Haemocrystals are randomly created within 2.5 m of the Consumed BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                              Haemocrystals are randomly created within 2.5 metres of the Consumed BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                            • Haemocrystals deal Dmg equal to 8 % of the highest expected remaining Dmg of the Consumed BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.
                                                                              Haemocrystals deal Damage equal to 8 % of the highest expected remaining Damage of the Consumed BleedingBleeding

                                                                              Bleeding is an AilmentAilments 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.

                                                                              Impending Doom

                                                                              • Support
                                                                              • Spell
                                                                              • AoE
                                                                              • Chaos
                                                                              • Trigger
                                                                              Support
                                                                              Tier 1
                                                                              Cost multiplier
                                                                              1.3×

                                                                              Supports Curse skills you cast yourself, causing them to trigger Doom Blast on Cursed enemies when the Curse expires.Supports Curse skills you cast yourself, causing them to trigger Doom Blast on Cursed enemies when the Curse expires.

                                                                              Support

                                                                              • Trigger Doom Blast when Curses from Supported Skills expireTrigger Doom Blast when Curses from Supported Skills expire

                                                                              Doom Blast

                                                                              Level
                                                                              (1 - 20)(1 - 20)
                                                                              Cooldown Time
                                                                              0.15 s ((3 - 4) Times)0.15 s ((3 - 4) Times)
                                                                              Cast Time
                                                                              1.00 sec1.00 sec
                                                                              Critical Hit Chance
                                                                              7.00%7.00%
                                                                              • Deals (10 - 304) to (18 - 565) 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 (10 - 304) to (18 - 565) 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.
                                                                              • Blast radius is 2 mBlast radius is 2 metres

                                                                                Invocation

                                                                                • Support
                                                                                • Spell
                                                                                • Trigger

                                                                                Req: Level 18+

                                                                                A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                Mana Flare

                                                                                • Support
                                                                                • Spell
                                                                                • AoE
                                                                                • Fire
                                                                                • Trigger
                                                                                Support
                                                                                Tier 2
                                                                                Cost multiplier

                                                                                Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on CriticalCritical

                                                                                Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                . The Mana Flare consumes your Mana to deal 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 support the skills of Minions .
                                                                                Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on CriticalCritical

                                                                                Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                . The Mana Flare consumes your Mana to deal 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 support the skills of Minions .

                                                                                Support

                                                                                • Supported Skills trigger Mana Flare on CriticalCritical

                                                                                  Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                  Supported Skills trigger Mana Flare on CriticalCritical

                                                                                  Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.

                                                                                Mana Flare

                                                                                Cost
                                                                                0 Mana0 Mana
                                                                                Cooldown Time
                                                                                1.00 s1.00 s
                                                                                Cast Time
                                                                                1.00 sec1.00 sec
                                                                                Critical Hit Chance
                                                                                7.00%7.00%
                                                                                • 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.
                                                                                  25 % of current Mana to deal that much 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.
                                                                                  25 % of current Mana to deal that much 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
                                                                                • Flare radius is 2 mFlare radius is 2 metres

                                                                                  Quill Burst

                                                                                  • Support
                                                                                  • Attack
                                                                                  • AoE
                                                                                  • Melee
                                                                                  • Physical
                                                                                  • Trigger
                                                                                  Support
                                                                                  Tier 3
                                                                                  Cost multiplier

                                                                                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                  Attack Skills. Supported Skills trigger Quill Burst, which deals your 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 in an Area around the target struck. Quill Burst can only be triggered on HitHit

                                                                                  Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                  after you've Retaliated with 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.
                                                                                  Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                  Attack Skills. Supported Skills trigger Quill Burst, which deals your 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 in an Area around the target struck. Quill Burst can only be triggered on HitHit

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

                                                                                  Support

                                                                                  • Supported Skills trigger Quill Burst on their next 3 Hits after you Retaliate with 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.
                                                                                    Supported Skills trigger Quill Burst on their next 3 Hits after you Retaliate with 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.

                                                                                  Quill Burst

                                                                                  Cost
                                                                                  0 Mana0 Mana
                                                                                  Cooldown Time
                                                                                  0.15 s0.15 s
                                                                                  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
                                                                                  • Deals 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 to other targets in an area around the Triggering target
                                                                                    Deals 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 to other targets in an area around the Triggering target

                                                                                    Static Shocks

                                                                                    • Support
                                                                                    • Spell
                                                                                    • AoE
                                                                                    • Sustained
                                                                                    • Lightning
                                                                                    • Duration
                                                                                    • Trigger
                                                                                    Support
                                                                                    Tier 3
                                                                                    Cost multiplier

                                                                                    Supports Skills which can HitHit

                                                                                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                    enemies. Shocking an enemy with Hits from Supported Skills Triggers Static ShocksShock

                                                                                    Shock is an AilmentAilments 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.
                                                                                    , causing that enemy to become a source 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 sending pulses towards nearby enemies.
                                                                                    Supports Skills which can HitHit

                                                                                    Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                    enemies. Shocking an enemy with Hits from Supported Skills Triggers Static ShocksShock

                                                                                    Shock is an AilmentAilments 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.
                                                                                    , causing that enemy to become a source 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 sending pulses towards nearby enemies.

                                                                                    Support

                                                                                    • Supported Skills Trigger Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      when Shocking an enemy
                                                                                      Supported Skills Trigger Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      when Shocking an enemy

                                                                                    Static Shocks

                                                                                    Level
                                                                                    (1 - 20)(1 - 20)
                                                                                    Cost
                                                                                    0 Mana0 Mana
                                                                                    Cooldown Time
                                                                                    0.40 s (3 Times)0.40 s (3 Times)
                                                                                    Cast Time
                                                                                    InstantInstant
                                                                                    Critical Hit Chance
                                                                                    9.00%9.00%
                                                                                    • Deals (1 - 7) to (4 - 142) 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 (4 - 142) 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 AilmentAilments 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 AilmentAilments 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.
                                                                                    • Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      target enemies within 3 m of affected target
                                                                                      Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      target enemies within 3 metres of affected target
                                                                                    • Static ShocksShock

                                                                                      Shock is an AilmentAilments 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 is 4 seconds
                                                                                      Static ShocksShock

                                                                                      Shock is an AilmentAilments 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 is 4 seconds
                                                                                    • Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      pulses towards up to 6 enemies
                                                                                      Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      pulses towards up to 6 enemies
                                                                                    • Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      pulse every 0.65 seconds
                                                                                      Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      pulse every 0.65 seconds
                                                                                    • Maximum 5 attached Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.
                                                                                      Maximum 5 attached Static ShocksShock

                                                                                      Shock is an AilmentAilments 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.

                                                                                      Stomping Ground

                                                                                      • Support
                                                                                      • Attack
                                                                                      • AoE
                                                                                      • Trigger
                                                                                      Support
                                                                                      Tier 1
                                                                                      Cost multiplier

                                                                                      Supports Travel skillsTravel_Skills

                                                                                      Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                      , causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
                                                                                      Supports Travel skillsTravel_Skills

                                                                                      Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                      , causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.

                                                                                      Support

                                                                                      • Triggers a Shockwave when you take a step while using Supported SkillsTriggers a Shockwave when you take a step while using Supported Skills

                                                                                      Shockwave

                                                                                      • Atk Dmg of this skill is 50 % of Default Atk DmgAttack Damage of this skill is 50 % of Default Attack Damage
                                                                                      • Shockwave radius is 2 mShockwave radius is 2 metres

                                                                                        Wind Wave

                                                                                        • Support
                                                                                        • AoE
                                                                                        • Trigger
                                                                                        Support
                                                                                        Base
                                                                                        Cost multiplier

                                                                                        Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.

                                                                                        Support

                                                                                        • Trigger Wind Wave when Stunned while using Supported SkillsTrigger Wind Wave when Stunned while using Supported Skills

                                                                                        Wind Wave

                                                                                        • Knocks Back EnemiesKnocks Back Enemies
                                                                                        • Wave radius is 2 mWave radius is 2 metres

                                                                                          Arcane Surge

                                                                                          • Support
                                                                                          • Duration
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            Arcane Surge for 10 seconds after Spending a total of 100 % of your Maximum Mana on Supported Skills
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            Arcane Surge for 10 seconds after Spending a total of 100 % of your Maximum Mana on Supported Skills

                                                                                          Chaotic Freeze

                                                                                          • Support
                                                                                          • Chaos
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier

                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          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. Enemies taking damage over time from 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.
                                                                                          caused by supported skills will suffer FreezeFreeze

                                                                                          Freeze is an AilmentAilments 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 .
                                                                                          build up from 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.
                                                                                          Hits from any source. Does not Support Skills used by Minions .
                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          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. Enemies taking damage over time from 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.
                                                                                          caused by supported skills will suffer FreezeFreeze

                                                                                          Freeze is an AilmentAilments 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 .
                                                                                          build up from 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.
                                                                                          Hits from any source. Does not Support Skills used by Minions .

                                                                                          • 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.
                                                                                            Contributes to FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 Hits against targets taking damage over time from Supported Skills
                                                                                            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.
                                                                                            Contributes to FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 Hits against targets taking damage over time from Supported Skills

                                                                                          Concussive Spells

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier

                                                                                          Supports Spells which HitHit

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

                                                                                          Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                          on Critically Hitting enemies with PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage.
                                                                                          Supports Spells which HitHit

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

                                                                                          Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                          on Critically Hitting enemies with PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage.

                                                                                          • Supported Skills DazeDaze

                                                                                            Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                            on Critically Hitting enemies with PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage
                                                                                            Supported Skills DazeDaze

                                                                                            Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                            on Critically Hitting enemies with PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage

                                                                                          Considered Casting

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier
                                                                                          1.15×

                                                                                          Supports Spell Skills that HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
                                                                                          Supports Spell Skills that HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.

                                                                                          • Supported Spell Skills have 15 % less Cast SpeedSupported Spell Skills have 15 % less Cast Speed
                                                                                          • Supported Spells deal 35 % more DmgSupported Spells deal 35 % more Damage

                                                                                          Controlled Destruction

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports Spells that HitHit

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

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits .
                                                                                          Supports Spells that HitHit

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

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits .

                                                                                          • Supported Spells deal 25 % more HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Dmg
                                                                                            Supported Spells deal 25 % more HitHit

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

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits
                                                                                            Supported Skills cannot deal CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits

                                                                                          Drain Ailments

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier

                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          damage over time, causing them to consume AilmentsAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          on enemies it applies damage 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.
                                                                                          to in order to deal substantially more damage over time.
                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          damage over time, causing them to consume AilmentsAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          on enemies it applies damage 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.
                                                                                          to in order to deal substantially more damage over time.

                                                                                          • Supported Skills ConsumeConsume

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

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            of a random type on the target when inflicting damage 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.
                                                                                            , causing 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 deal 35 % more damage if any AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            were consumed
                                                                                            Supported Skills ConsumeConsume

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

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            of a random type on the target when inflicting damage 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.
                                                                                            , causing 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 deal 35 % more damage if any AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            were consumed

                                                                                          Encumbrance

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports any skill, causing inflicted 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.
                                                                                          to be more powerful.
                                                                                          Supports any skill, causing inflicted 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.
                                                                                          to be more powerful.

                                                                                          • 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.
                                                                                            inflicted with Supported Skills have 15 % inc. 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.
                                                                                            Magnitude
                                                                                            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.
                                                                                            inflicted with Supported Skills have 15 % increased 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.
                                                                                            Magnitude

                                                                                          Extraction

                                                                                          • Support
                                                                                          • Chaos
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier

                                                                                          Supports Spell Skills which cause Damaging Hits . Using supported Spells will cause you to 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 on use, gaining 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.
                                                                                          in exchange. Does not support Persistent SkillsPersistent_Skills

                                                                                          Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve SpiritSpirit in order to be activated.
                                                                                          , Minion Skills, or Triggered SkillsTriggered_Skills

                                                                                          Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it. If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.
                                                                                          .
                                                                                          Supports Spell Skills which cause Damaging Hits . Using supported Spells will cause you to 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 on use, gaining 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.
                                                                                          in exchange. Does not support Persistent SkillsPersistent_Skills

                                                                                          Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve SpiritSpirit in order to be activated.
                                                                                          , Minion Skills, or Triggered SkillsTriggered_Skills

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

                                                                                          • Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            35 % 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.
                                                                                            Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            35 % 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.
                                                                                          • Supported Skills SacrificeSacrifice

                                                                                            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.
                                                                                            10 % of Life on use
                                                                                            Supported Skills 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.
                                                                                            10 % of Life on use

                                                                                          Hinder

                                                                                          • Support
                                                                                          • Chaos
                                                                                          • Spell
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          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, causing damage over time they inflict 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.
                                                                                          enemies. Does not Support Skills used by Minions .
                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          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, causing damage over time they inflict 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.
                                                                                          enemies. Does not Support Skills used by Minions .

                                                                                          • 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.
                                                                                            over time inflicted by Supported Skills also HindersHinder

                                                                                            Hinder is a DebuffDebuff that SlowsSlow movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
                                                                                            enemies
                                                                                            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 inflicted by Supported Skills also HindersHinder

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

                                                                                          Increased Area of Effect

                                                                                          • Support
                                                                                          • AoE
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 5
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports Spells you cast yourself, Sealing them over time. 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.
                                                                                          are broken when cast, increasing area of effect. Cannot support 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 a Cooldown or which already gain 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.
                                                                                          .
                                                                                          Supports Spells you cast yourself, Sealing them over time. 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.
                                                                                          are broken when cast, increasing area of effect. Cannot support 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 a Cooldown or which already gain 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.
                                                                                          .

                                                                                          • Supported Skills have a max of 3 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.
                                                                                            Supported Skills have a maximum of 3 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.
                                                                                          • Supported Skills get 30 % inc. area of effect 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 get 30 % increased area of effect 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 Spells 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 0.2 % of cast time
                                                                                            Supported Spells 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 0.2 % of cast time

                                                                                          Inhibitor

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports any Skill you use or Trigger yourself. Supported 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                          or Infusion by any means. Cannot Support Skills which require 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                          or Infusion to be used.
                                                                                          Supports any Skill you use or Trigger yourself. Supported 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                          or Infusion by any means. Cannot Support Skills which require 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                          or Infusion to be used.

                                                                                          • Supported Skills cannot consume InfusionsSupported Skills cannot consume Infusions
                                                                                          • Supported 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            Supported 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                          • Supported Skills deal 4 % more Dmg per different type of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            or Infusion on you
                                                                                            Supported Skills deal 4 % more Damage per different type of 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            or Infusion on you

                                                                                          Intense Agony

                                                                                          • Support
                                                                                          • Duration
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          damage over time, causing them to have a shorter duration but deal substantially more damage over time with 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.
                                                                                          inflicted against enemies on full life.
                                                                                          Supports Spells that deal non- AilmentAilments

                                                                                          Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                          damage over time, causing them to have a shorter duration but deal substantially more damage over time with 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.
                                                                                          inflicted against enemies on full life.

                                                                                          • Dmg over time with non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            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.
                                                                                            inflicted on full-life enemies by Supported Skills deal 50 % more damage
                                                                                            Damage over time with non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            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.
                                                                                            inflicted on full-life enemies by Supported Skills deal 50 % more damage
                                                                                          • Supported Skills have 25 % less Skill Effect Dur.Supported Skills have 25 % less Skill Effect Duration

                                                                                          Potent Exposure

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Skills which apply ExposureExposure

                                                                                          Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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, increasing the effect of applied ExposureExposure

                                                                                          Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                          .
                                                                                          Supports Skills which apply ExposureExposure

                                                                                          Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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, increasing the effect of applied ExposureExposure

                                                                                          Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                          .

                                                                                          • ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 by Supported Skills has 20 % inc. effect
                                                                                            ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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 by Supported Skills has 20 % increased effect

                                                                                          Practical Magic

                                                                                          • Support
                                                                                          • Duration
                                                                                          • Spell

                                                                                          Supports Skills which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
                                                                                          Supports Skills which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.

                                                                                          2 variants

                                                                                          Practical Magic I · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            30 % inc. Spell damage for 8 seconds on Heavy Stunning an enemy with Supported Skills
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            30 % increased Spell damage for 8 seconds on Heavy Stunning an enemy with Supported Skills
                                                                                          Practical Magic II · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            40 % inc. Spell damage for 8 seconds on Heavy Stunning an enemy with Supported Skills
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            40 % increased Spell damage for 8 seconds on Heavy Stunning an enemy with Supported Skills

                                                                                          Rapid Casting

                                                                                          • Support
                                                                                          • Spell

                                                                                          A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                          3 variants

                                                                                          Rapid Casting I · Tier 1

                                                                                          Cost multiplier 1×

                                                                                          Supports Spells , causing them to cast faster.Supports Spells , causing them to cast faster.

                                                                                          • Supported Skills have 15 % inc. Cast SpeedSupported Skills have 15 % increased Cast Speed
                                                                                          Rapid Casting II · Tier 4

                                                                                          Cost multiplier 1×

                                                                                          Supports Spells , causing them to cast faster.Supports Spells , causing them to cast faster.

                                                                                          • Supported Skills have 20 % inc. Cast SpeedSupported Skills have 20 % increased Cast Speed
                                                                                          Rapid Casting III · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports Spells , causing them to cast faster for each different Spell you've cast in the last eight seconds.Supports Spells , causing them to cast faster for each different Spell you've cast in the last eight seconds.

                                                                                          • Supported Skills have 10 % inc. Cast Speed for each different Spell you've Cast in the last eight secondsSupported Skills have 10 % increased Cast Speed for each different Spell you've Cast in the last eight seconds

                                                                                          Seal

                                                                                          • Support
                                                                                          • Spell

                                                                                          Supports Spells you cast yourself, Sealing them over time. 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.
                                                                                          are broken when cast, increasing area of effect. Cannot support 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 a Cooldown or which already gain 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.
                                                                                          .
                                                                                          Supports Spells you cast yourself, Sealing them over time. 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.
                                                                                          are broken when cast, increasing area of effect. Cannot support 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 a Cooldown or which already gain 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.
                                                                                          .

                                                                                          2 variants

                                                                                          Expand · Tier 5

                                                                                          Cost multiplier 1.2×

                                                                                          • Supported Skills have a max of 3 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.
                                                                                            Supported Skills have a maximum of 3 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.
                                                                                          • Supported Skills get 30 % inc. area of effect 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 get 30 % increased area of effect 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 Spells 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 0.2 % of cast time
                                                                                            Supported Spells 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 0.2 % of cast time
                                                                                          Zarokh's Revolt · Zarokh's Revolt

                                                                                          Cost multiplier 2×

                                                                                          Supports Repeatable Spells you cast yourself, Sealing them over time and giving them a moderate Cooldown. 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.
                                                                                          are broken when cast, each causing the Spell 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.
                                                                                          . Cannot support skills which already have a Cooldown or gain seals.
                                                                                          Supports Repeatable Spells you cast yourself, Sealing them over time and giving them a moderate Cooldown. 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.
                                                                                          are broken when cast, each causing the Spell 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.
                                                                                          . Cannot support skills which already have a Cooldown or gain seals.

                                                                                          • Supported Skills have a max of 5 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.
                                                                                            Supported Skills have a maximum of 5 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.
                                                                                          • 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
                                                                                          • Supported Spells 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 0.05 % of cast time
                                                                                            Supported Spells 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 0.05 % of cast time
                                                                                          • Supported Skills deal 20 % less Dmg when RepeatingSupported Skills deal 20 % less Damage when Repeating

                                                                                          Spell Echo

                                                                                          • Support
                                                                                          • AoE
                                                                                          • Spell
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier
                                                                                          1.5×

                                                                                          Supports 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 .
                                                                                          Spells you use yourself. Supported Spells Echo .
                                                                                          Supports 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 .
                                                                                          Spells you use yourself. Supported Spells Echo .

                                                                                          • Supported Spells Echo 1 timeSupported Spells Echo 1 time
                                                                                          • Supported Skills have 30 % less Cast SpeedSupported Skills have 30 % less Cast Speed
                                                                                          • Echoes from Supported Spells have 40 % inc. AoEEchoes from Supported Spells have 40 % increased Area of Effect

                                                                                          Unbending

                                                                                          • Support
                                                                                          • Spell
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support ChannellingChannelling

                                                                                          Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                          Skills.
                                                                                          Supports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support ChannellingChannelling

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

                                                                                          • 8 % of Dmg taken while using Supported Skills is Recouped as Mana per quarter second of Cast time of Supported Skill8 % of Damage taken while using Supported Skills is Recouped as Mana per quarter second of Cast time of Supported Skill

                                                                                          Zenith

                                                                                          • Support
                                                                                          • Spell

                                                                                          Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions.Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions.

                                                                                          2 variants

                                                                                          Zenith I · Tier 1

                                                                                          Cost multiplier 1.2×

                                                                                          Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions .Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not modify Skills used by Minions .

                                                                                          • Supported Spells deal 30 % more Dmg while you are above 90% of your Maximum ManaSupported Spells deal 30 % more Damage while you are above 90% of your Maximum Mana
                                                                                          Zenith II · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          Supports Spell Skills. Supported Skills have increased Mana cost EfficiencyEfficiency

                                                                                          Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
                                                                                          and deal more damage while you are above 90% of your maximum Mana. Does not modify Skills used by Minions .
                                                                                          Supports Spell Skills. Supported Skills have increased Mana cost EfficiencyEfficiency

                                                                                          Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
                                                                                          and deal more damage while you are above 90% of your maximum Mana. Does not modify Skills used by Minions .

                                                                                          • Supported Skills have 25 % inc. Mana Cost EfficiencyEfficiency

                                                                                            Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
                                                                                            Supported Skills have 25 % increased Mana Cost EfficiencyEfficiency

                                                                                            Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
                                                                                          • Supported Spells deal 30 % more Dmg while you are above 90% of your Maximum ManaSupported Spells deal 30 % more Damage while you are above 90% of your Maximum Mana

                                                                                          Blazing Critical

                                                                                          • Support
                                                                                          • Fire
                                                                                          • Duration
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier

                                                                                          Supports Skills you use yourself which HitHit

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

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits with Supported Skills imbue all of your Attacks 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 .
                                                                                          damage for a duration.
                                                                                          Supports Skills you use yourself which HitHit

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

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits with Supported Skills imbue all of your Attacks 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 .
                                                                                          damage for a duration.

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            15 % of Dmg 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 .
                                                                                            Dmg for 5 seconds on Critically Hitting with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            15 % 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 for 5 seconds on Critically Hitting with Supported Skills

                                                                                          Bloodlust

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to deal more damage against BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          enemies, but preventing them from inflicting BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to deal more damage against BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          enemies, but preventing them from inflicting BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          .

                                                                                          • Supported Skills deal 30 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Dmg against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            enemies
                                                                                            Supported Skills deal 30 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            enemies
                                                                                          • Supported Attacks cannot cause BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Supported Attacks cannot cause BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.

                                                                                          Break Posture

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports Attacks , causing them 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.
                                                                                          Enemies when they fully 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.
                                                                                          .
                                                                                          Supports Attacks , causing them 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.
                                                                                          Enemies when they fully 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.
                                                                                          .

                                                                                          • Supported Skills apply 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.
                                                                                            when fully Breaking 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.
                                                                                            Supported Skills apply 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.
                                                                                            when fully Breaking 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.
                                                                                          • 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.
                                                                                            lasts for 8 seconds
                                                                                            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.
                                                                                            lasts for 8 seconds

                                                                                          Brink

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          more quickly, but cannot themselves StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          more quickly, but cannot themselves StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          .

                                                                                          2 variants

                                                                                          Brink I · Tier 1

                                                                                          Cost multiplier 1×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                          more quickly, but cannot themselves 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                          more quickly, but cannot themselves 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                          .

                                                                                          • StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup caused by Supported Skills cannot reach 100%
                                                                                            StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup caused by Supported Skills cannot reach 100%
                                                                                          • Hits with Supported Skills cause 30 % 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup
                                                                                            Hits with Supported Skills cause 30 % 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup
                                                                                          Brink II · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          more quickly, but cannot themselves StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills build up StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          more quickly, but cannot themselves StunStun

                                                                                          Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                          .

                                                                                          • StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup caused by Supported Skills cannot reach 100%
                                                                                            StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup caused by Supported Skills cannot reach 100%
                                                                                          • Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup
                                                                                            Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            buildup

                                                                                          Cadence

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame. 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.
                                                                                          will instead gain Attack speed periodically while being used.
                                                                                          Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame. 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.
                                                                                          will instead gain Attack speed periodically while being used.

                                                                                          • Supported Skills have 8 % more Attack speed for each time they've been used RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                            Supported Skills have 8 % more Attack speed for each time they've been used RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                          • Supported Skills are unusable for 10 seconds after being used 6 or more times within four secondsSupported Skills are unusable for 10 seconds after being used 6 or more times within four seconds

                                                                                          Chaos Attunement

                                                                                          • Support
                                                                                          • Chaos
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 deal less Damage of other Types .
                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 deal less Damage of other Types .

                                                                                          • Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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.
                                                                                            Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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.
                                                                                          • Supported Attacks deal 50 % less non- 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.
                                                                                            Supported Attacks deal 50 % less non- 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.

                                                                                          Clash

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.

                                                                                          • Supported Skills deal 40 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg against Enemies with a higher percentage of their Life remaining than you, but deal 20 % less 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg against Enemies with a lower percentage of their Life remaining than you
                                                                                            Supported Skills deal 40 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage against Enemies with a higher percentage of their Life remaining than you, but deal 20 % less 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage against Enemies with a lower percentage of their Life remaining than you

                                                                                          Close Combat

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attacks , causing them to deal more damage to enemies based on how close they are to you.Supports Attacks , causing them to deal more damage to enemies based on how close they are to you.

                                                                                          2 variants

                                                                                          Close Combat I · Tier 3

                                                                                          Cost multiplier 1.2×

                                                                                          • Supported Skills deal 20 % more Atk Dmg to enemies within 1 metre of you, scaling down to no bonus at 3.5 m or furtherSupported Skills deal 20 % more Attack Damage to enemies within 1 metre of you, scaling down to no bonus at 3.5 metres or further
                                                                                          Close Combat II · Tier 5

                                                                                          Cost multiplier 1.2×

                                                                                          • Supported Skills deal 30 % more Atk Dmg to enemies within 1 metre of you, scaling down to no bonus at 3.5 m or furtherSupported Skills deal 30 % more Attack Damage to enemies within 1 metre of you, scaling down to no bonus at 3.5 metres or further

                                                                                          Cold Attunement

                                                                                          • Support
                                                                                          • Cold
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 but deal less 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 .
                                                                                          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.
                                                                                          Damage.
                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 but deal less 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 .
                                                                                          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.
                                                                                          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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % of Dmg as Extra 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
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % of Damage as 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
                                                                                          • Supported Skills deal 50 % less 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 .
                                                                                            and 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
                                                                                            Supported Skills deal 50 % less 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 .
                                                                                            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.
                                                                                            Damage

                                                                                          Culling Strike

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          .
                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

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

                                                                                          2 variants

                                                                                          Culling Strike I · Tier 4

                                                                                          Cost multiplier 1×

                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          .
                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

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

                                                                                          • Supported Skills 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 or Unique Enemies
                                                                                            Supported Skills 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 or Unique Enemies
                                                                                          Culling Strike II · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          , and increasing the threshold at which they will Cull Enemies.
                                                                                          Supports Attack Skills, causing them to Cull Rare and Unique Enemies on HitHit

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

                                                                                          • Supported Skills 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 or Unique Enemies
                                                                                            Supported Skills 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 or Unique Enemies
                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            20 % inc. 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 for 20 seconds on Culling with Supported Skills
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            20 % increased 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 for 20 seconds on Culling with Supported Skills

                                                                                          Culmination

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Conditional
                                                                                          • Attack

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills gain 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 .
                                                                                          when you successfully StrikeStrike

                                                                                          A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                                                                                          Enemies with other 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills reset their 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 .
                                                                                          on use, dealing more Damage the higher 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 .
                                                                                          you had on use. Cannot support skills which already gain 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 .
                                                                                          . Cannot modify the Skills of Minions .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills gain 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 .
                                                                                          when you successfully StrikeStrike

                                                                                          A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
                                                                                          Enemies with other 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills reset their 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 .
                                                                                          on use, dealing more Damage the higher 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 .
                                                                                          you had on use. Cannot support skills which already gain 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 .
                                                                                          . Cannot modify the Skills of Minions .

                                                                                          2 variants

                                                                                          Culmination I · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          • Supported Skills can gain up to 10 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 .
                                                                                            Supported Skills expend all 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 .
                                                                                            on use
                                                                                            Supported Skills can gain up to 10 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 .
                                                                                            Supported Skills expend all 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 .
                                                                                            on use
                                                                                          • Supported Skills lose 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 they generate 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 4 seconds
                                                                                            Supported Skills lose 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 they generate 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 4 seconds
                                                                                          • Supported Skills deal 3 % more Dmg per 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 .
                                                                                            expended
                                                                                            Supported Skills deal 3 % more Damage per 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 .
                                                                                            expended
                                                                                          Culmination II · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          • Supported Skills can gain up to 10 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 .
                                                                                            Supported Skills expend all 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 .
                                                                                            on use
                                                                                            Supported Skills can gain up to 10 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 .
                                                                                            Supported Skills expend all 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 .
                                                                                            on use
                                                                                          • Supported Skills lose 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 they generate 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 6 seconds
                                                                                            Supported Skills lose 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 they generate 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 6 seconds
                                                                                          • Supported Skills deal 4 % more Dmg per 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 .
                                                                                            expended
                                                                                            Supported Skills deal 4 % more Damage per 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 .
                                                                                            expended

                                                                                          Dazzle

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports Attack Skills. Supported Skills always hit Dazed Enemies, but ConsumeConsume

                                                                                          Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                          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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          , and cannot themselves 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.
                                                                                          .
                                                                                          Supports Attack Skills. Supported Skills always hit Dazed Enemies, but ConsumeConsume

                                                                                          Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                          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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          , and cannot themselves 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.
                                                                                          .

                                                                                          • Supported Skills 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.
                                                                                            Supported Skills 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.
                                                                                          • Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills ConsumeConsume

                                                                                            Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                            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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Dazed Enemies cannot Evade Hits from Supported Skills Supported Skills ConsumeConsume

                                                                                            Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                            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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.

                                                                                          Defy

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .
                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .

                                                                                          2 variants

                                                                                          Defy I · Tier 2

                                                                                          Cost multiplier 1×

                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .
                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .

                                                                                          • Atk Dmg with Hits with Supported Skills is LuckyLucky

                                                                                            Lucky things are rolled twice and the better result used.
                                                                                            while you are SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                            Attack Damage with Hits with Supported Skills is LuckyLucky

                                                                                            Lucky things are rolled twice and the better result used.
                                                                                            while you are SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          Defy II · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          and Insufficient Mana doesn't prevent Supported Skills from being used if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .
                                                                                          Supports Attack Skills you use yourself. HitHit

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

                                                                                          Lucky things are rolled twice and the better result used.
                                                                                          and Insufficient Mana doesn't prevent Supported Skills from being used if you are SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .

                                                                                          • Atk Dmg with Hits with Supported Skills is LuckyLucky

                                                                                            Lucky things are rolled twice and the better result used.
                                                                                            while you are SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                            Attack Damage with Hits with Supported Skills is LuckyLucky

                                                                                            Lucky things are rolled twice and the better result used.
                                                                                            while you are SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          • Insufficient Mana doesn't prevent the use of Supported Skills while SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                            Insufficient Mana doesn't prevent the use of Supported Skills while SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

                                                                                          Desperation

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while SurroundedSurrounded

                                                                                          You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                          .

                                                                                          • Insufficient Mana doesn't prevent the use of Supported Skills while SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
                                                                                            Insufficient Mana doesn't prevent the use of Supported Skills while SurroundedSurrounded

                                                                                            You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

                                                                                          Discombobulate

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Daze
                                                                                          Cost multiplier

                                                                                          Supports Attacks , causing them to build up 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.
                                                                                          based on a portion of PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          Damage dealt.
                                                                                          Supports Attacks , causing them to build up DazeDaze

                                                                                          Some skills and effects have a chance to apply Daze to enemies on 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.
                                                                                          based on a portion of PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          Damage dealt.

                                                                                          Elemental Armament

                                                                                          • Support
                                                                                          • Attack

                                                                                          A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                          3 variants

                                                                                          Elemental Armament I · Tier 1

                                                                                          Cost multiplier 1.2×

                                                                                          Supports Attacks , causing them to deal more Elemental damageElementalDamage

                                                                                          The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                          .
                                                                                          Supports Attacks , causing them to deal more Elemental damageElementalDamage

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

                                                                                          • Supported Skills deal 20 % more Elemental Attack damageSupported Skills deal 20 % more Elemental Attack damage
                                                                                          Elemental Armament II · Tier 2

                                                                                          Cost multiplier 1.2×

                                                                                          Supports Attacks , causing them to deal more Elemental damageElementalDamage

                                                                                          The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                          .
                                                                                          Supports Attacks , causing them to deal more Elemental damageElementalDamage

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

                                                                                          • Supported Skills deal 25 % more Elemental Attack damageSupported Skills deal 25 % more Elemental Attack damage
                                                                                          Elemental Armament III · Tier 5

                                                                                          Cost multiplier 1.2×

                                                                                          Supports Attacks , causing them to deal more Damage for each Elemental AilmentElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          on Enemies they HitHit

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

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          .
                                                                                          Supports Attacks , causing them to deal more Damage for each Elemental AilmentElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          on Enemies they HitHit

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

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          .

                                                                                          • Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          • Supported Skills deal 12 % more Atk Dmg for each Elemental AilmentElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            on Enemies they HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Skills deal 12 % more Attack Damage for each Elemental AilmentElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            on Enemies they HitHit

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

                                                                                          Excoriate

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.15×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Damage for each Elemental AilmentElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          on Enemies they hit, but cannot themselves inflict Elemental AilmentsElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Damage for each Elemental AilmentElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          on Enemies they hit, but cannot themselves inflict Elemental AilmentsElemental_Ailments

                                                                                          Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          .

                                                                                          • Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                          • Supported Skills deal 10 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg for each Elemental AilmentElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            on Enemies they HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Skills deal 10 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage for each Elemental AilmentElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            on Enemies they HitHit

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

                                                                                          Fire Attunement

                                                                                          • Support
                                                                                          • Fire
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports any skill that deals damage, causing them 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 Conversion . 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 but deal less 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.
                                                                                          Damage.
                                                                                          Supports any skill that deals damage, causing them 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 Conversion . 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 but deal less 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.
                                                                                          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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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
                                                                                          • Supported Skills deal 50 % less 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 .
                                                                                            and 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
                                                                                            Supported Skills deal 50 % less 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.
                                                                                            Damage

                                                                                          First Blood

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.1×

                                                                                          Supports Attacks . Supported Skills are far more likely to inflict BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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 Hitting full Life Enemies.
                                                                                          Supports Attacks . Supported Skills are far more likely to inflict BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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 Hitting full Life Enemies.

                                                                                          • Supported Skills have 100 % inc. chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            against Enemies on full Life
                                                                                            Supported Skills have 100 % increased chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            against Enemies on full Life

                                                                                          Heavy Swing

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , boosting their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage at the cost of Attack Speed.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , boosting their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage at the cost of Attack Speed.

                                                                                          • Supported Skills deal 35 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Dmg
                                                                                            Supported Skills deal 35 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage
                                                                                          • Supported Skills have 10 % less Atk SpeedSupported Skills have 10 % less Attack Speed

                                                                                          Heightened Accuracy

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          .
                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          .

                                                                                          2 variants

                                                                                          Heightened Accuracy I · Tier 1

                                                                                          Cost multiplier 1.1×

                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          .
                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          .

                                                                                          • Supported Skills have 50 % more 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
                                                                                            Supported Skills have 50 % more 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
                                                                                          Heightened Accuracy II · Tier 3

                                                                                          Cost multiplier 1.1×

                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          , and never miss against Enemies on full Life.
                                                                                          Supports Attacks , causing them to gain 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.
                                                                                          , and never miss against Enemies on full Life.

                                                                                          • Supported Skills Always HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Enemies on full Life
                                                                                            Supported Skills Always HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Enemies on full Life
                                                                                          • Supported Skills have 50 % more 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
                                                                                            Supported Skills have 50 % more 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

                                                                                          Hit and Run

                                                                                          • Support
                                                                                          • Conditional
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier

                                                                                          Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill SpeedSkill_Speed

                                                                                          Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                          . Cannot support Skills which have a cooldown.
                                                                                          Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill SpeedSkill_Speed

                                                                                          Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                          . Cannot support Skills which have a cooldown.

                                                                                          • Supported Skills become usable after you have moved 10 m Supported Skills become unusable again after useSupported Skills become usable after you have moved 10 metres Supported Skills become unusable again after use
                                                                                          • Supported Skills have 40 % more Skill SpeedSkill_Speed

                                                                                            Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                            Supported Skills have 40 % more Skill SpeedSkill_Speed

                                                                                            Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.

                                                                                          Impale

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports Attacks , causing them to 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 HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          but making them unable to Extract 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.
                                                                                          themselves.
                                                                                          Supports Attacks , causing them to 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 HitHit

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

                                                                                          • Supported Skills cannot Extract 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.
                                                                                            Supported Skills cannot Extract 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.
                                                                                          • Supported Skills 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.
                                                                                            Enemies on HitHit

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

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

                                                                                          Incision

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 4
                                                                                          Cost multiplier
                                                                                          1.15×

                                                                                          Supports Attack Skills. Supported Skills inflict IncisionIncision

                                                                                          Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                          on HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          , which causes Enemies to be increasingly more likely to be inflicted with BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          . All IncisionIncision

                                                                                          Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                          is removed from a target on inflicting it with BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          .
                                                                                          Supports Attack Skills. Supported Skills inflict IncisionIncision

                                                                                          Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                          on HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          , which causes Enemies to be increasingly more likely to be inflicted with BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          . All IncisionIncision

                                                                                          Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                          is removed from a target on inflicting it with BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          .

                                                                                          • Hits from Supported Skills inflict IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            Hits from Supported Skills inflict IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                          • 3 % more Magnitude of BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills per IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            consumed RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                            , up to 30%
                                                                                            3 % more Magnitude of BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills per IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            consumed RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                            , up to 30%

                                                                                          Increased Area of Effect

                                                                                          • Support
                                                                                          • AoE
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.

                                                                                          • Supported Skills have 40 % inc. AoESupported Skills have 40 % increased Area of Effect
                                                                                          • Supported Skills have 80 % less 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 against Enemies within two m
                                                                                            Supported Skills have 80 % less 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 against Enemies within two metres

                                                                                          Innervate

                                                                                          • Support
                                                                                          • Lightning
                                                                                          • Duration
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports damaging skills you use yourself. Killing a Shocked enemy with supported skills imbues your damage 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.
                                                                                          damage for a short time.
                                                                                          Supports damaging skills you use yourself. Killing a Shocked enemy with supported skills imbues your damage 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.
                                                                                          damage for a short time.

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % of Dmg 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 for 5 seconds on killing a Shocked enemy with Supported Skills
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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 for 5 seconds on killing a Shocked enemy with Supported Skills

                                                                                          Life Leech

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack

                                                                                          A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                          3 variants

                                                                                          Life Leech I · Tier 2

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life.
                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life.

                                                                                          • Leech 12 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Atk Dmg from Supported Skills as Life
                                                                                            Leech 12 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Attack Damage from Supported Skills as Life
                                                                                          Life Leech II · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life.
                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life.

                                                                                          • Leech 16 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Atk Dmg from Supported Skills as Life
                                                                                            Leech 16 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Attack Damage from Supported Skills as Life
                                                                                          Life Leech III · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life and preventing Leech gained this way from being removed at full Life.
                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Life and preventing Leech gained this way from being removed at full Life.

                                                                                          • Leech 16 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Atk Dmg from Supported Skills as Life
                                                                                            Leech 16 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Attack Damage from Supported Skills as Life
                                                                                          • Life Leeched by Supported Skills is not removed at full LifeLife Leeched by Supported Skills is not removed at full Life

                                                                                          Lightning Attunement

                                                                                          • Support
                                                                                          • Lightning
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 but deal less 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 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.
                                                                                          Supports any skill that deals damage, causing them 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                          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 but deal less 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 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.

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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
                                                                                            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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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
                                                                                          • Supported Skills deal 50 % less 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 .
                                                                                            and 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
                                                                                            Supported Skills deal 50 % less 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 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

                                                                                          Longshot

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attacks , causing them to deal more damage from farther away.Supports Attacks , causing them to deal more damage from farther away.

                                                                                          2 variants

                                                                                          Longshot I · Tier 2

                                                                                          Cost multiplier 1.2×

                                                                                          • Supported Skills deal 25 % more Atk Dmg to enemies further than 7 m from you, scaling down to no bonus at 3.5 m or closerSupported Skills deal 25 % more Attack Damage to enemies further than 7 metres from you, scaling down to no bonus at 3.5 metres or closer
                                                                                          Longshot II · Tier 3

                                                                                          Cost multiplier 1.2×

                                                                                          • Supported Skills deal 35 % more Atk Dmg to enemies further than 7 m from you, scaling down to no bonus at 3.5 m or closerSupported Skills deal 35 % more Attack Damage to enemies further than 7 metres from you, scaling down to no bonus at 3.5 metres or closer

                                                                                          Maim

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Attacks , causing them to MaimMaim

                                                                                          Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                          enemies.
                                                                                          Supports Attacks , causing them to MaimMaim

                                                                                          Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                          enemies.

                                                                                          • Supported Attacks always 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Attacks always 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.

                                                                                          Mana Leech

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Mana.
                                                                                          Supports Attacks , causing their PhysicalPhysical

                                                                                          10% increased Physical Damage
                                                                                          damage to Leech Mana.

                                                                                          • Leech 8 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Atk Dmg from Supported Skills as Mana
                                                                                            Leech 8 % of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Attack Damage from Supported Skills as Mana

                                                                                          Overextend

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.15×

                                                                                          Supports Attack Skills you use yourself. Supported Skills deal more Damage with CriticalCritical

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits , but Critically Hitting an Enemy with them will 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.
                                                                                          you for a short time.
                                                                                          Supports Attack Skills you use yourself. Supported Skills deal more Damage with CriticalCritical

                                                                                          Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                          Hits , but Critically Hitting an Enemy with them will 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.
                                                                                          you for a short time.

                                                                                          • You are Dazed for 5 seconds on Critically Striking with Supported SkillYou are Dazed for 5 seconds on Critically Striking with Supported Skill
                                                                                          • Supported Skills have 30 % more Critical Dmg BonusCritical_Damage_Bonus

                                                                                            Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                            Supported Skills have 30 % more Critical Damage BonusCritical_Damage_Bonus

                                                                                            Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).

                                                                                          Punch Through

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier
                                                                                          1.15×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          they take to deal increased Damage.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next 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.
                                                                                          Attack HitHit

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

                                                                                          • Supported Skills apply Easy Target on KnockbackKnockback

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            Easy Target applied this way has a magnitude of 3 % per metre of Expected KnockbackKnockback

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            Distance
                                                                                            Supported Skills apply Easy Target on KnockbackKnockback

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            Easy Target applied this way has a magnitude of 3 % per metre of Expected KnockbackKnockback

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            Distance

                                                                                          Pursuit

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks. Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last x seconds, but cannot themselves deal 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.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks. Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last x seconds, but cannot themselves deal 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.

                                                                                          3 variants

                                                                                          Pursuit I · Tier 1

                                                                                          Cost multiplier 1.2×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last eight seconds, but cannot themselves deal 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.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last eight seconds, but cannot themselves deal 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.

                                                                                          • Supported Skills deal 20 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg if you have Dmgd an Enemy with a 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last eight seconds
                                                                                            Supported Skills deal 20 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage if you have Damaged an Enemy with 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last eight seconds
                                                                                          • Supported Skills deal no 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.
                                                                                            damage
                                                                                            Supported Skills deal no 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
                                                                                          Pursuit II · Tier 3

                                                                                          Cost multiplier 1.2×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last eight seconds, but cannot themselves deal 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.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last eight seconds, but cannot themselves deal 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.

                                                                                          • Supported Skills deal 25 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg if you have Dmgd an Enemy with a 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last eight seconds
                                                                                            Supported Skills deal 25 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage if you have Damaged an Enemy with 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last eight seconds
                                                                                          • Supported Skills deal no 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.
                                                                                            damage
                                                                                            Supported Skills deal no 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
                                                                                          Pursuit III · Tier 5

                                                                                          Cost multiplier 1.2×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last two seconds, but cannot themselves deal 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.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks . Supported Skills deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          damage if you have struck with 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.
                                                                                          Attack HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          in the last two seconds, but cannot themselves deal 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.

                                                                                          • Supported Skills deal 30 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            Dmg if you have Dmgd an Enemy with a 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last two seconds
                                                                                            Supported Skills deal 30 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            Damage if you have Damaged an Enemy with 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.
                                                                                            Attack HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            in the last two seconds
                                                                                          • Supported Skills deal no 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.
                                                                                            damage
                                                                                            Supported Skills deal no 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

                                                                                          Rage

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to grant 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to grant 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          .

                                                                                          3 variants

                                                                                          Rage I · Tier 1

                                                                                          Cost multiplier 1×

                                                                                          • Supported Skills grant 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 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Skills grant 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 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          Rage II · Tier 4

                                                                                          Cost multiplier 1×

                                                                                          • Supported Skills grant 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 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Skills grant 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 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          Rage III · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to grant 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          . Supported Skills have signficantly higher Attack speed while you or supported minion are not 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.
                                                                                          .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks , causing them to grant 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          . Supported Skills have signficantly higher Attack speed while you or supported minion are not 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.
                                                                                          .

                                                                                          • Supported Skills grant 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 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Supported Skills grant 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 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          • Supported Skills have 15 % inc. Attack speed while you are not at max 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.
                                                                                            Supported Skills have 15 % increased Attack speed while you are not 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.

                                                                                          Rapid Attacks

                                                                                          • Support
                                                                                          • Attack

                                                                                          Supports Attacks, causing them to Attack faster.Supports Attacks, causing them to Attack faster.

                                                                                          3 variants

                                                                                          Rapid Attacks I · Tier 1

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing them to Attack faster.Supports Attacks , causing them to Attack faster.

                                                                                          • Supported Skills have 15 % inc. Atk SpeedSupported Skills have 15 % increased Attack Speed
                                                                                          Rapid Attacks II · Tier 4

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing them to Attack faster.Supports Attacks , causing them to Attack faster.

                                                                                          • Supported Skills have 25 % inc. Atk SpeedSupported Skills have 25 % increased Attack Speed
                                                                                          Rapid Attacks III · Tier 5

                                                                                          Cost multiplier 1×

                                                                                          Supports Attacks , causing them to Attack faster at the cost of Damage.Supports Attacks , causing them to Attack faster at the cost of Damage.

                                                                                          • Supported Skills have 35 % inc. Atk SpeedSupported Skills have 35 % increased Attack Speed
                                                                                          • Supported Skills deal 50 % less DmgSupported Skills deal 50 % less Damage

                                                                                          Retaliate

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.

                                                                                          2 variants

                                                                                          Retaliate I · Tier 2

                                                                                          Cost multiplier 1.15×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned .

                                                                                          • Supported Skills deal up to 40 % more Atk Dmg, scaling up as your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar increases
                                                                                            Supported Skills deal up to 40 % more Attack Damage, scaling up as your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar increases
                                                                                          Retaliate II · Tier 4

                                                                                          Cost multiplier 1.15×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned .

                                                                                          • Hits from Supported Skills StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Enemies as though dealing more Dmg equivalent to the current percentage of your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar
                                                                                            Hits from Supported Skills StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Enemies as though dealing more Damage equivalent to the current percentage of your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar
                                                                                          • Supported Skills deal up to 40 % more Atk Dmg, scaling up as your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar increases
                                                                                            Supported Skills deal up to 40 % more Attack Damage, scaling up as your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar increases

                                                                                          See Red

                                                                                          • Support
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports Attack Skills. BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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 with Supported Skills lasts significantly longer, but enemies you inflict BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          onto with Supported Skills will move and Attack faster.
                                                                                          Supports Attack Skills. BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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 with Supported Skills lasts significantly longer, but enemies you inflict BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          onto with Supported Skills will move and Attack faster.

                                                                                          • Supported Attacks have 50 % inc. BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Dur.
                                                                                            Supported Attacks have 50 % increased BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Duration
                                                                                          • Enemies you inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills have 15 % inc. Atk Speed
                                                                                            Enemies you inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills have 15 % increased Attack Speed
                                                                                          • Enemies you inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills have 15 % inc. Move.Spd
                                                                                            Enemies you inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 with Supported Skills have 15 % increased Movement Speed

                                                                                          Spar

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned .
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned .

                                                                                          • Hits from Supported Skills StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Enemies as though dealing more Dmg equivalent to the current percentage of your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar
                                                                                            Hits from Supported Skills StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Enemies as though dealing more Damage equivalent to the current percentage of your StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            Bar

                                                                                          Tear

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Physical
                                                                                          • Attack
                                                                                          Support
                                                                                          Tier 3
                                                                                          Cost multiplier
                                                                                          1.1×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks you use or Trigger yourself. On-Kill effects caused by Killing BlowsKilling_Blow

                                                                                          A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                                                          with Supported Skills on BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          enemies have a chance to occur twice.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attacks you use or Trigger yourself. On-Kill effects caused by Killing BlowsKilling_Blow

                                                                                          A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                                                          with Supported Skills on BleedingBleeding

                                                                                          Bleeding is an AilmentAilments 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.
                                                                                          enemies have a chance to occur twice.

                                                                                          • 50 % Chance for On-Kill Effects caused by killing blows on BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies with Supported Skills to occur twice
                                                                                            50 % Chance for On-Kill Effects caused by killing blows on BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies with Supported Skills to occur twice

                                                                                          Thrill of the Kill

                                                                                          • Support
                                                                                          • Lightning
                                                                                          • Duration
                                                                                          • Attack

                                                                                          Supports Skills you use yourself which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks 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.
                                                                                          damage for a short time.
                                                                                          Supports Skills you use yourself which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks 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.
                                                                                          damage for a short time.

                                                                                          2 variants

                                                                                          Thrill of the Kill · Tier 1

                                                                                          Cost multiplier 1×

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % of Dmg 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 for 8 seconds on Culling an enemy with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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 for 8 seconds on Culling an enemy with Supported Skills
                                                                                          Thrill of the Kill II · Tier 3

                                                                                          Cost multiplier 1×

                                                                                          Supports Skills you use yourself which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks 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.
                                                                                          damage and grants an increased chance to ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          for a short time.
                                                                                          Supports Skills you use yourself which HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks 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.
                                                                                          damage and grants an increased chance to ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          for a short time.

                                                                                          • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % of Dmg 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 for 8 seconds on Culling an enemy with Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                            25 % 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 for 8 seconds on Culling an enemy with Supported Skills
                                                                                          • Thrill of the Kill Buff also grants 40 % inc. ShockShock

                                                                                            Shock is an AilmentAilments 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
                                                                                            Thrill of the Kill Buff also grants 40 % increased ShockShock

                                                                                            Shock is an AilmentAilments 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

                                                                                          Unabating

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports Attack Skills you use yourself. While using Supported Skills, you gain 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.
                                                                                          , with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support ChannellingChannelling

                                                                                          Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                          Skills.
                                                                                          Supports Attack Skills you use yourself. While using Supported Skills, you gain 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.
                                                                                          , with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support ChannellingChannelling

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

                                                                                          • 25 % 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.
                                                                                            while using Supported Skills per quarter second of Attack time of Supported Skill
                                                                                            25 % 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.
                                                                                            while using Supported Skills per quarter second of Attack time of Supported Skill

                                                                                          Unerring Power

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports Attack Skills you use yourself. When Supported Attacks are EmpoweredEmpowered

                                                                                          Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                          , they have significantly lowered cost and raised 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.
                                                                                          .
                                                                                          Supports Attack Skills you use yourself. When Supported Attacks are EmpoweredEmpowered

                                                                                          Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                          , they have significantly lowered cost and raised 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.
                                                                                          .

                                                                                          • Supported Skills have 30 % more 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 if used while EmpoweredEmpowered

                                                                                            Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                            Supported Skills have 30 % more 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 if used while EmpoweredEmpowered

                                                                                            Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                          • Supported Skills cost 30 % less if used while EmpoweredEmpowered

                                                                                            Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                            Supported Skills cost 30 % less if used while EmpoweredEmpowered

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

                                                                                          Unsteady Tempo

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.1×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting HobbleHobble

                                                                                          Hobbling a target lowers their EvasionEvasion by a specified amount. If this brings that target's EvasionEvasion value to 0, they are fully Hobbled for 12 seconds. Hobble from Players lowers EvasionEvasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
                                                                                          on you. The second and third Attacks in sequence will powerfully scale chance to Critically HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          and overall damage, respectively, at which point the cycle will reset. Cannot Support ChannellingChannelling

                                                                                          Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                          Skills.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting HobbleHobble

                                                                                          Hobbling a target lowers their EvasionEvasion by a specified amount. If this brings that target's EvasionEvasion value to 0, they are fully Hobbled for 12 seconds. Hobble from Players lowers EvasionEvasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
                                                                                          on you. The second and third Attacks in sequence will powerfully scale chance to Critically HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          and overall damage, respectively, at which point the cycle will reset. Cannot Support ChannellingChannelling

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

                                                                                          Untouchable

                                                                                          • Support
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports Attack Skills you use yourself. While using Supported Skills, you gain increased 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 , with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support ChannellingChannelling

                                                                                          Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                          Skills.
                                                                                          Supports Attack Skills you use yourself. While using Supported Skills, you gain increased 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 , with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support ChannellingChannelling

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

                                                                                          • 25 % inc. 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 while using Supported Skills per quarter second of Attack time of Supported Skill
                                                                                            25 % increased 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 while using Supported Skills per quarter second of Attack time of Supported Skill

                                                                                          Unyielding

                                                                                          • Support
                                                                                          • Melee
                                                                                          • Attack
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support ChannellingChannelling

                                                                                          Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                          Skills.
                                                                                          Supports 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                          Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support ChannellingChannelling

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

                                                                                          • 8 % of Dmg taken while using Supported Skills is Recouped as Life per quarter second of Attack time of Supported Skill8 % of Damage taken while using Supported Skills is Recouped as Life per quarter second of Attack time of Supported Skill

                                                                                          Concentrated Area

                                                                                          • Support
                                                                                          • Aoe
                                                                                          Support
                                                                                          Tier 1
                                                                                          Cost multiplier

                                                                                          Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.

                                                                                          • Supported Skills deal 30 % more Area DmgSupported Skills deal 30 % more Area Damage
                                                                                          • Supported Skills have 50 % less AoESupported Skills have 50 % less Area of Effect

                                                                                          Frost Nexus

                                                                                          • Support
                                                                                          • Cold
                                                                                          • Aoe
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier
                                                                                          1.2×

                                                                                          Supports any skill that Hits enemies, causing it to create patches of Chilled GroundChilled_Ground

                                                                                          Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                                                                                          around FrozenFrozen

                                                                                          A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                          enemies.
                                                                                          Supports any skill that Hits enemies, causing it to create patches of Chilled GroundChilled_Ground

                                                                                          Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                                                                                          around FrozenFrozen

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

                                                                                          • Supported Skills create Chilled GroundChilled_Ground

                                                                                            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                                                                                            for 8 seconds when they FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            an Enemy
                                                                                            Supported Skills create Chilled GroundChilled_Ground

                                                                                            Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
                                                                                            for 8 seconds when they FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            an Enemy

                                                                                          Holy Descent

                                                                                          • Support
                                                                                          • Duration
                                                                                          • Aoe
                                                                                          Support
                                                                                          Tier 5
                                                                                          Cost multiplier

                                                                                          Supports Skills that leap into the air, causing them to create 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.
                                                                                          when you land.
                                                                                          Supports Skills that leap into the air, causing them to create 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.
                                                                                          when you land.

                                                                                          • Supported Skills create 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.
                                                                                            for 4 seconds on landing
                                                                                            Supported Skills create 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.
                                                                                            for 4 seconds on landing
                                                                                          • Supported Skills create 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.
                                                                                            in an area of 2.2 m
                                                                                            Supported Skills create 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.
                                                                                            in an area of 2.2 metres

                                                                                          Increased Area of Effect

                                                                                          • Support
                                                                                          • Aoe

                                                                                          Supports any skill with an area of effect, making it larger.Supports any skill with an area of effect, making it larger.

                                                                                          2 variants

                                                                                          Magnified Area I · Tier 1

                                                                                          Cost multiplier 1.3×

                                                                                          • Supported Skills have 35 % inc. AoESupported Skills have 35 % increased Area of Effect
                                                                                          Magnified Area II · Tier 3

                                                                                          Cost multiplier 1.3×

                                                                                          • Supported Skills have 45 % inc. AoESupported Skills have 45 % increased Area of Effect

                                                                                          Shock Conduction

                                                                                          • Support
                                                                                          • Lightning
                                                                                          • Aoe

                                                                                          Supports any skill that Hits enemies, giving it a chance to also ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          nearby enemies when you ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          an enemy.
                                                                                          Supports any skill that Hits enemies, giving it a chance to also ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          nearby enemies when you ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          an enemy.

                                                                                          2 variants

                                                                                          Shock Conduction · Tier 2

                                                                                          Cost multiplier 1.2×

                                                                                          • Shocking Hits from supported Skills have a 50 % chance to also ShockShock

                                                                                            Shock is an AilmentAilments 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 in a 2.5 metre radius
                                                                                            Shocking Hits from supported Skills have a 50 % chance to also ShockShock

                                                                                            Shock is an AilmentAilments 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 in a 2.5 metre radius
                                                                                          Shock Conduction II · Tier 2

                                                                                          Cost multiplier 1.2×

                                                                                          Supports any skill that Hits enemies, giving it a chance to also ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          nearby enemies when you ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          an enemy. Always ShocksShock

                                                                                          Shock is an AilmentAilments 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 which are DrenchedDrenched

                                                                                          Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                                                                                          .
                                                                                          Supports any skill that Hits enemies, giving it a chance to also ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          nearby enemies when you ShockShock

                                                                                          Shock is an AilmentAilments 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.
                                                                                          an enemy. Always ShocksShock

                                                                                          Shock is an AilmentAilments 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 which are DrenchedDrenched

                                                                                          Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                                                                                          .

                                                                                          • Hits from Supported Skills always ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            DrenchedDrenched

                                                                                            Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                                                                                            targets
                                                                                            Hits from Supported Skills always ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            DrenchedDrenched

                                                                                            Drenched is a DebuffDebuff that causes enemies to be easier to ShockShock and FreezeFreeze .
                                                                                            targets
                                                                                          • Shocking Hits from supported Skills have a 50 % chance to also ShockShock

                                                                                            Shock is an AilmentAilments 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 in a 2.5 metre radius
                                                                                            Shocking Hits from supported Skills have a 50 % chance to also ShockShock

                                                                                            Shock is an AilmentAilments 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 in a 2.5 metre radius

                                                                                          Shocking Leap

                                                                                          • Support
                                                                                          • Duration
                                                                                          • Aoe
                                                                                          Support
                                                                                          Tier 2
                                                                                          Cost multiplier

                                                                                          Supports Skills that leap into the air and deal damage, causing them to create Shocked GroundShocked_Ground

                                                                                          Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                          the first time they Critically HitHit

                                                                                          Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                          an enemy.
                                                                                          Supports Skills that leap into the air and deal damage, causing them to create Shocked GroundShocked_Ground

                                                                                          Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                          the first time they Critically HitHit

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

                                                                                          • Supported Skills create Shocked GroundShocked_Ground

                                                                                            Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                            for 4 seconds when they Critically HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            , no more than once per Skill use Shocked GroundShocked_Ground

                                                                                            Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                            created this way has a radius of 2 m
                                                                                            Supported Skills create Shocked GroundShocked_Ground

                                                                                            Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                            for 4 seconds when they Critically HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            , no more than once per Skill use Shocked GroundShocked_Ground

                                                                                            Shocked Ground ShocksShock those standing in it, and lasts 6 seconds by default.
                                                                                            created this way has a radius of 2 metres

                                                                                          Soulbreaker

                                                                                          • Support
                                                                                          • Chaos
                                                                                          • Aoe
                                                                                          Support
                                                                                          Base
                                                                                          Cost multiplier

                                                                                          Supports skills you use yourself, causing them to Trigger a 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.
                                                                                          nova when breaking Enemy 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.
                                                                                          .
                                                                                          Supports skills you use yourself, causing them to Trigger a 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.
                                                                                          nova when breaking Enemy 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.
                                                                                          .

                                                                                          Support

                                                                                          • Supported Skills trigger Soulbreaker on breaking Enemy 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.
                                                                                            Supported Skills trigger Soulbreaker on breaking Enemy 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.

                                                                                          Soulbreaker

                                                                                          Critical Hit Chance
                                                                                          11.00%11.00%
                                                                                          • Cause a Nova dealing 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.
                                                                                            equal to 10 % of the Enemy's 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.
                                                                                            Cause a Nova 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 the Enemy's 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.

                                                                                            Spell Cascade

                                                                                            • Support
                                                                                            • Aoe
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports 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 .
                                                                                            Spells , causing them to Cascade to either side of the target area, along a randomly chosen axis.
                                                                                            Supports 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 .
                                                                                            Spells , causing them to Cascade to either side of the target area, along a randomly chosen axis.

                                                                                            • Cascades from Supported Skills have 20 % less AoECascades from Supported Skills have 20 % less Area of Effect
                                                                                            • Supported Skills have 20 % less AoESupported Skills have 20 % less Area of Effect
                                                                                            • Supported Skills Cascade to either side of the targeted Area along a random axisSupported Skills Cascade to either side of the targeted Area along a random axis
                                                                                            • Supported Skills deal 30 % less DmgSupported Skills deal 30 % less Damage

                                                                                            Wildfire

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Aoe
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, Spreading IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            it inflicts to nearby enemies after a delay.
                                                                                            Supports any skill that Hits enemies, Spreading IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            it inflicts to nearby enemies after a delay.

                                                                                            • IgnitesIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted by Supported Skills Spread to other enemies that stay within 1.5 m for 1 second
                                                                                              IgnitesIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted by Supported Skills Spread to other enemies that stay within 1.5 metres for 1 second

                                                                                            Burgeon

                                                                                            • Support
                                                                                            • Channelling
                                                                                            • Duration

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, causing them to deal more damage the longer they have been Channelled .
                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, causing them to deal more damage the longer they have been Channelled .

                                                                                            2 variants

                                                                                            Burgeon I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills deal 10 % more Dmg per second spent ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              , up to 40 %
                                                                                              Supported Skills deal 10 % more Damage per second spent ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              , up to 40 %
                                                                                            Burgeon II · Tier 4

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills deal 20 % more Dmg per second spent ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              , up to 40 %
                                                                                              Supported Skills deal 20 % more Damage per second spent ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              , up to 40 %

                                                                                            Cold Exposure

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Duration
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when it Critically Hits an enemy.
                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when it Critically Hits an enemy.

                                                                                            • Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              with 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
                                                                                              Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              with 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

                                                                                            Compressed Duration

                                                                                            • Support
                                                                                            • Duration

                                                                                            Supports any skill that has a duration making that duration shorter.Supports any skill that has a duration making that duration shorter.

                                                                                            2 variants

                                                                                            Compressed Duration I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have 30 % less Skill Effect Dur.Supported Skills have 30 % less Skill Effect Duration
                                                                                            Compressed Duration II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have 35 % less Skill Effect Dur.Supported Skills have 35 % less Skill Effect Duration

                                                                                            Crackling Barrier

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Channelling
                                                                                            • Duration
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports ChannellingChannelling

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

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Supported Skills, you gain 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.
                                                                                            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.
                                                                                            based off of your maximum Mana.
                                                                                            Supports ChannellingChannelling

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

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Supported Skills, you gain 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.
                                                                                            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.
                                                                                            based off of your maximum Mana.

                                                                                            • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              15 % of your max Mana 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.
                                                                                              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 while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                              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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              15 % of your maximum Mana 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.
                                                                                              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 while ChannellingChannelling

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

                                                                                            Fire Exposure

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Duration
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when Igniting .
                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when Igniting .

                                                                                            • Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on Igniting a target
                                                                                              Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on Igniting a target

                                                                                            Lightning Exposure

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Duration
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when inflicting ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to inflict ExposureExposure

                                                                                            Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                            when inflicting ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .

                                                                                            • Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on Shocking a target
                                                                                              Supported Skills inflict ExposureExposure

                                                                                              Exposure is a type of DebuffDebuff that lowers the affected enemy's Total 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
                                                                                              for 8 seconds on Shocking a target

                                                                                            Nadir

                                                                                            • Support
                                                                                            • Staged
                                                                                            • Duration
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills which gain Stages or 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.
                                                                                            . Supported Skills have lower Maximum Stage or 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.
                                                                                            count, but have a Minimum Stage or 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.
                                                                                            count they cannot fall below.
                                                                                            Supports Skills which gain Stages or 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.
                                                                                            . Supported Skills have lower Maximum Stage or 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.
                                                                                            count, but have a Minimum Stage or 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.
                                                                                            count they cannot fall below.

                                                                                            Prolonged Duration

                                                                                            • Support
                                                                                            • Duration

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            3 variants

                                                                                            Prolonged Duration I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that has a duration, making that duration longer.Supports any skill that has a duration, making that duration longer.

                                                                                            • Supported Skills have 30 % more Skill Effect Dur.Supported Skills have 30 % more Skill Effect Duration
                                                                                            Prolonged Duration II · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that has a duration, making that duration longer.Supports any skill that has a duration, making that duration longer.

                                                                                            • Supported Skills have 35 % more Skill Effect Dur.Supported Skills have 35 % more Skill Effect Duration
                                                                                            Prolonged Duration III · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that has a duration, making that duration significantly longer while applying a cooldown. Cannot support Skills which already have a cooldown.Supports any skill that has a duration, making that duration significantly longer while applying a cooldown. Cannot support Skills which already have a cooldown.

                                                                                            • Supported Skills have 60 % more Skill Effect Dur.Supported Skills have 60 % more Skill Effect Duration

                                                                                            Steadfast

                                                                                            • Support
                                                                                            • Channelling
                                                                                            • Duration

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, granting you higher Stun ThresholdStunThreshold

                                                                                            Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                            while ChannellingChannelling

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

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, granting you higher Stun ThresholdStunThreshold

                                                                                            Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                            while ChannellingChannelling

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

                                                                                            2 variants

                                                                                            Steadfast I · Tier 1

                                                                                            Cost multiplier 1.1×

                                                                                            • You have 50 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                              You have 50 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                            Steadfast II · Tier 3

                                                                                            Cost multiplier 1.1×

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, granting you higher Stun ThresholdStunThreshold

                                                                                            Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                            and Ailment ThresholdAilmentThreshold

                                                                                            A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                            while ChannellingChannelling

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

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills you use yourself, granting you higher Stun ThresholdStunThreshold

                                                                                            Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                            and Ailment ThresholdAilmentThreshold

                                                                                            A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                            while ChannellingChannelling

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

                                                                                            • You have 100 % more Ailment ThresholdAilmentThreshold

                                                                                              A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                              while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                              You have 100 % more Ailment ThresholdAilmentThreshold

                                                                                              A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                              while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                            • You have 50 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              while ChannellingChannelling

                                                                                              Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                              Supported Skills
                                                                                              You have 50 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              while ChannellingChannelling

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

                                                                                            Swift Affliction

                                                                                            • Support
                                                                                            • Duration

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            3 variants

                                                                                            Swift Affliction I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that deals damage, causing it to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time but have a shorter duration.
                                                                                            Supports any skill that deals damage, causing it to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time but have a shorter duration.

                                                                                            • Supported Skills deal 30 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              DoT
                                                                                              Supported Skills deal 30 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Damage over Time
                                                                                            • 20 % less Dur. of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict
                                                                                              20 % less Duration of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict
                                                                                            Swift Affliction II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that deals damage, causing it to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time but have a shorter duration.
                                                                                            Supports any skill that deals damage, causing it to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time but have a shorter duration.

                                                                                            • Supported Skills deal 30 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              DoT
                                                                                              Supported Skills deal 30 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Damage over Time
                                                                                            • 10 % less Dur. of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict
                                                                                              10 % less Duration of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict
                                                                                            Swift Affliction III · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time.
                                                                                            Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            damage over time.

                                                                                            • Supported Skills deal 50 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              damage over time if their duration is less than one second
                                                                                              Supported Skills deal 50 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              damage over time if their duration is less than one second
                                                                                            • 30 % less Dur. of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict
                                                                                              30 % less Duration of Supported Skills and Damaging AilmentsDamaging_Ailments

                                                                                              AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                              they inflict

                                                                                            Window of Opportunity

                                                                                            • Support
                                                                                            • Channelling
                                                                                            • Duration

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage if released 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.
                                                                                            but reducing the 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.
                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage if released 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.
                                                                                            but reducing the 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.

                                                                                            2 variants

                                                                                            Window of Opportunity I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage if released 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.
                                                                                            but reducing the 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.
                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage if released 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.
                                                                                            but reducing the 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.

                                                                                            • Supported Skills have a 35 % shorter 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
                                                                                              Supported Skills have a 35 % shorter 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
                                                                                            • Supported Skills deal 35 % more Dmg when released 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.
                                                                                              Supported Skills deal 35 % more Damage when released 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.
                                                                                            Window of Opportunity II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage and grant Perfect Deflection if released 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.
                                                                                            but reducing the 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.
                                                                                            Supports ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            skills that have special effects if released 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.
                                                                                            , causing them to deal much more damage and grant Perfect Deflection if released 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.
                                                                                            but reducing the 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.

                                                                                            • Releasing Supported Skills 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.
                                                                                              grants Deflection Rating equal to 15 % of 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 for 8 seconds
                                                                                              Releasing Supported Skills 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.
                                                                                              grants Deflection Rating equal to 15 % of 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 for 8 seconds
                                                                                            • Supported Skills have a 35 % shorter 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
                                                                                              Supported Skills have a 35 % shorter 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
                                                                                            • Supported Skills deal 35 % more Dmg when released 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.
                                                                                              Supported Skills deal 35 % more Damage when released 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.

                                                                                            Withering Touch

                                                                                            • Support
                                                                                            • Chaos
                                                                                            • Duration
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, giving it a chance to Wither enemies on HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, giving it a chance to Wither enemies on HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_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
                                                                                            • Supported Skills deal 25 % less DmgSupported Skills deal 25 % less Damage
                                                                                            • Chance to inflict 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              with Supported Skills can Surpass 100%
                                                                                              Chance to inflict 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              with Supported Skills can Surpass 100%
                                                                                            • Supported Skills have 1% chance to inflict 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              for every 0.57142857142857 % of enemy Ailment ThresholdAilmentThreshold

                                                                                              A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                              dealt as 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.
                                                                                              Supported Skills have 1% chance to inflict 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              for every 0.57142857142857 % of enemy Ailment ThresholdAilmentThreshold

                                                                                              A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant AilmentAilments , 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 AilmentAilments Threshold is equal to half their Life.
                                                                                              dealt as 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.

                                                                                            Admixture

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Chaos
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports Skills which can cause Damaging Hits . BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 by those Hits is more effective against Poisoned Enemies, and PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            inflicted by Supported Skills is more effective against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies.
                                                                                            Supports Skills which can cause Damaging Hits . BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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 by those Hits is more effective against Poisoned Enemies, and PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            inflicted by Supported Skills is more effective against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies.

                                                                                            • 20 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 by Supported Skills against Poisoned Enemies
                                                                                              20 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 by Supported Skills against Poisoned Enemies
                                                                                            • 20 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted by Supported Skills against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Enemies
                                                                                              20 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted by Supported Skills against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Enemies

                                                                                            Armour Break

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage

                                                                                            Supports Skills that HitHit

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

                                                                                            10% increased Physical Damage
                                                                                            Damage dealt.
                                                                                            Supports Skills that HitHit

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

                                                                                            10% increased Physical Damage
                                                                                            Damage dealt.

                                                                                            2 variants

                                                                                            Armour Break I · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • 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 15 % of PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg dealt by Supported Skill
                                                                                              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 15 % of PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage dealt by Supported Skill
                                                                                            Brittle Armour · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports Skills which can HitHit

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

                                                                                            Freeze is an AilmentAilments 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 cause PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage against them to Break 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.
                                                                                            while they remain FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            .
                                                                                            Supports Skills which can HitHit

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

                                                                                            Freeze is an AilmentAilments 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 cause PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage against them to Break 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.
                                                                                            while they remain FrozenFrozen

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

                                                                                            • Hits against targets FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              by Supported Skills 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 100 % of PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              damage dealt
                                                                                              Hits against targets FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              by Supported Skills 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 100 % of PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              damage dealt

                                                                                            Biting Frost

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Payoff
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .

                                                                                            2 variants

                                                                                            Biting Frost I · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .

                                                                                            • Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                              Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                            • Supported Skills deal 20 % more damage to FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies
                                                                                              Supported Skills deal 20 % more damage to FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies
                                                                                            • Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 to deal 40 % more Dmg
                                                                                              Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 to deal 40 % more Damage
                                                                                            Biting Frost II · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            , leaving them Chilled . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing them to deal more damage to FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemies but consume their FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            , leaving them Chilled . Cannot support skills that ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            .

                                                                                            • Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                              Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                            • Supported Skills deal 20 % more damage to FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies
                                                                                              Supported Skills deal 20 % more damage to FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies
                                                                                            • Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 to deal 40 % more Dmg
                                                                                              Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 to deal 40 % more Damage
                                                                                            • FreezesFreeze

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              Consumed by Supported Skills ChillChill

                                                                                              Chill is an AilmentAilments 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.
                                                                                              the target
                                                                                              FreezesFreeze

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              Consumed by Supported Skills ChillChill

                                                                                              Chill is an AilmentAilments 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.
                                                                                              the target

                                                                                            Bleed

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            4 variants

                                                                                            Bleed I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, giving it a chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, giving it a chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .

                                                                                            • Supported Skills have 50 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Supported Skills have 50 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                            Bleed II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, giving it a chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, giving it a chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .

                                                                                            • Supported Skills have 75 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Supported Skills have 75 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                            Bleed III · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, causing it to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .

                                                                                            • Supported Skills have 100 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Supported Skills have 100 % chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                            Bleed IV · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, causing it to deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage to BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies, but be unable to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            itself. Supported Skills also inflict IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            on HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                            PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage to BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies, but be unable to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            itself. Supported Skills also inflict IncisionIncision

                                                                                            Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            on HitHit

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

                                                                                            • Supported Skills deal 30 % more 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 Unarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
                                                                                              PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              enemies
                                                                                              Supported Skills deal 30 % more 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 Unarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
                                                                                              PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              enemies
                                                                                            • Hits from Supported Skills inflict IncisionIncision

                                                                                              Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                              Hits from Supported Skills inflict IncisionIncision

                                                                                              Incision is a DebuffDebuff which causes the affected target to gain increasingly higher chance to be inflicted with BleedingBleeding when HitHit . All Incision stacks are removed when BleedingBleeding is inflicted. Each stack of Incision applies 10% chance to be inflicted with BleedingBleeding when HitHit . A maximum of 10 Incision stacks can be present on a target at once.
                                                                                            • Supported Attacks cannot cause BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Supported Attacks cannot cause BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.

                                                                                            Brutality

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage

                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .
                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .

                                                                                            3 variants

                                                                                            Brutality I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .
                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .

                                                                                            • Supported Skills deal 25 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg
                                                                                              Supported Skills deal 25 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage
                                                                                            • Supported Skills deal no 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.
                                                                                              Supported Skills deal no 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.
                                                                                            • Supported Skills deal no Ele.DmgElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              Supported Skills deal no Elemental DamageElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            Brutality II · Tier 2

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .
                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            .

                                                                                            • Supported Skills deal 30 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg
                                                                                              Supported Skills deal 30 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage
                                                                                            • Supported Skills deal no 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.
                                                                                              Supported Skills deal no 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.
                                                                                            • Supported Skills deal no Ele.DmgElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              Supported Skills deal no Elemental DamageElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            Brutality III · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            , as well as giving Hits from that skill a chance to ignore PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage reduction.
                                                                                            Supports any skill that deals damage, boosting its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage at the expense of all other Damage TypesDamage_Types

                                                                                            The damage types are PhysicalPhysical , FireFire , ColdCold , LightningLightning and Chaos .
                                                                                            , as well as giving Hits from that skill a chance to ignore PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage reduction.

                                                                                            • Supported Skills deal 30 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg
                                                                                              Supported Skills deal 30 % more PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage
                                                                                            • Supported Skills deal no 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.
                                                                                              Supported Skills deal no 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.
                                                                                            • Supported Skills deal no Ele.DmgElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              Supported Skills deal no Elemental DamageElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            • Hits with Supported Skills have 20 % chance to ignore Enemy PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg reduction
                                                                                              Hits with Supported Skills have 20 % chance to ignore Enemy PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage reduction

                                                                                            Catharsis

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Chaos
                                                                                            • Conditional
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports any Skill you use yourself, causing supported Skill to detonate VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            that is present on you. Supported Skill can only be used while you have a certain amount of VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            and cannot support Skills which already have another Condition .
                                                                                            Supports any Skill you use yourself, causing supported Skill to detonate VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            that is present on you. Supported Skill can only be used while you have a certain amount of VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            and cannot support Skills which already have another Condition .

                                                                                            • Supported Skill requires 20 VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on you to use
                                                                                              Supported Skill requires 20 VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on you to use
                                                                                            • Using Supported Skills will explode a random amount of VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on you
                                                                                              Using Supported Skills will explode a random amount of VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on you

                                                                                            Cold Penetration

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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 .
                                                                                            resistance.
                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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 .
                                                                                            resistance.

                                                                                            • Supported Skills Penetrate 30 % 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.
                                                                                              Supported Skills Penetrate 30 % 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.

                                                                                            Corrosion

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Chaos
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports any skill that Hits enemies, causing PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            it applies to also 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.
                                                                                            . Cannot support skills that ConsumeConsume

                                                                                            Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            it applies to also 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.
                                                                                            . Cannot support skills that ConsumeConsume

                                                                                            Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a 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.
                                                                                            .

                                                                                            • PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              applied by supported Skills also Breaks 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 80 % of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              damage
                                                                                              PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              applied by supported Skills also Breaks 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 80 % of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              damage

                                                                                            Deadly Poison

                                                                                            • Support
                                                                                            • Chaos
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            .

                                                                                            2 variants

                                                                                            Deadly Poison I · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills deal 25 % less Dmg with HitsSupported Skills deal 25 % less Damage with Hits
                                                                                            • 75 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted with Supported Skills
                                                                                              75 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted with Supported Skills
                                                                                            Deadly Poison II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills deal 30 % less Dmg with HitsSupported Skills deal 30 % less Damage with Hits
                                                                                            • 100 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted with Supported Skills
                                                                                              100 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted with Supported Skills

                                                                                            Deep Cuts

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .

                                                                                            2 variants

                                                                                            Deep Cuts I · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • 75 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 with Supported Skills
                                                                                              75 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 with Supported Skills
                                                                                            • Supported Skills deal 25 % less Dmg with HitsSupported Skills deal 25 % less Damage with Hits
                                                                                            Deep Cuts II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            • 100 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 with Supported Skills
                                                                                              100 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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 with Supported Skills
                                                                                            • Supported Skills deal 30 % less Dmg with HitsSupported Skills deal 30 % less Damage with Hits

                                                                                            Deep Freeze

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            it inflicts to last longer.
                                                                                            Supports any skill that Hits enemies, causing FreezeFreeze

                                                                                            Freeze is an AilmentAilments 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 .
                                                                                            it inflicts to last longer.

                                                                                            • Supported Skills have 50 % inc. FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              Dur. on Enemies
                                                                                              Supported Skills have 50 % increased FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              Duration on Enemies

                                                                                            Electrocute

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage

                                                                                            Supports any Skill which can deal 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.
                                                                                            Damage from Supported Skills can inflict ElectrocuteElectrocute

                                                                                            Electrocution is an AilmentAilments 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.
                                                                                            , but Supported Skills cannot inflict ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any Skill which can deal 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.
                                                                                            Damage from Supported Skills can inflict ElectrocuteElectrocute

                                                                                            Electrocution is an AilmentAilments 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.
                                                                                            , but Supported Skills cannot inflict ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .

                                                                                            2 variants

                                                                                            Electrocute · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills Cannot inflict ShockShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              Supported Skills Cannot inflict ShockShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                            • 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 from Supported Skills 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 Supported Skills Contributes to Electrocution Buildup
                                                                                            Neural Overload · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution , and hitting a marked enemy with a supported skill will ElectrocuteElectrocute

                                                                                            Electrocution is an AilmentAilments 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.
                                                                                            them.
                                                                                            Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution , and hitting a marked enemy with a supported skill will ElectrocuteElectrocute

                                                                                            Electrocution is an AilmentAilments 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.
                                                                                            them.

                                                                                            • Supported Skills ElectrocuteElectrocute

                                                                                              Electrocution is an AilmentAilments 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.
                                                                                              Primed enemies on HitHit

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

                                                                                              Electrocution is an AilmentAilments 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.
                                                                                              Primed enemies on HitHit

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

                                                                                            Embitter

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports Skills which can Damage Enemies with Hits , causing all sources of Damage Gained to instead be treated as Damage Gained as 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 .
                                                                                            for Supported Skills.
                                                                                            Supports Skills which can Damage Enemies with Hits , causing all sources of Damage Gained to instead be treated as Damage Gained as 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 .
                                                                                            for Supported Skills.

                                                                                            • If Supported Skills would gain extra Dmg of any Type other than 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 .
                                                                                              , they gain extra 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 instead
                                                                                              If Supported Skills would gain extra Damage of any Type other than 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 .
                                                                                              , they gain 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 instead

                                                                                            Escalating Poison

                                                                                            • Support
                                                                                            • Chaos
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, allowing it to inflict an extra PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            on enemies but shortening the duration of those PoisonsPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, allowing it to inflict an extra PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            on enemies but shortening the duration of those PoisonsPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            .

                                                                                            • Targets can be affected by +1 PoisonsPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              from Supported Skills at the same time
                                                                                              Targets can be affected by +1 PoisonsPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              from Supported Skills at the same time
                                                                                            • Supported Skills have 20 % less PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              Dur.
                                                                                              Supported Skills have 20 % less PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              Duration

                                                                                            Eternal Flame

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Damage

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            3 variants

                                                                                            Eternal Flame I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, causing its IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to be inflicted less often but last longer.
                                                                                            Supports any skill that Hits enemies, causing its IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to be inflicted less often but last longer.

                                                                                            • Supported Skills have 100 % inc. IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Dur. on Enemies
                                                                                              Supported Skills have 100 % increased IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Duration on Enemies
                                                                                            • Supported Skills have 25 % less Flammability MagnitudeSupported Skills have 25 % less Flammability Magnitude
                                                                                            Eternal Flame II · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, causing its IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to last longer.
                                                                                            Supports any skill that Hits enemies, causing its IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to last longer.

                                                                                            • Supported Skills have 100 % inc. IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Dur. on Enemies
                                                                                              Supported Skills have 100 % increased IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Duration on Enemies
                                                                                            Eternal Flame III · Tier 4

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, causing it to refresh IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            on CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to refresh IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            on CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .

                                                                                            • Supported Skills have 20 % chance to refresh IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              duration on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Supported Skills have 20 % chance to refresh IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              duration on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.

                                                                                            Exploit Weakness

                                                                                            • Support
                                                                                            • Payoff
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.3×

                                                                                            Supports any skill that Hits enemies, causing them to deal more Damage against enemies with 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.
                                                                                            but preventing them from Breaking 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.
                                                                                            themselves. Cannot support skills that ConsumeConsume

                                                                                            Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                            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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing them to deal more Damage against enemies with 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.
                                                                                            but preventing them from Breaking 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.
                                                                                            themselves. Cannot support skills that ConsumeConsume

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

                                                                                            • Supported Skills cannot 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.
                                                                                              Supported Skills cannot 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.
                                                                                            • Supported Skills ConsumeConsume

                                                                                              Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                              Enemy 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.
                                                                                              to deal 40 % more Dmg
                                                                                              Supported Skills ConsumeConsume

                                                                                              Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                              Enemy 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.
                                                                                              to deal 40 % more Damage

                                                                                            Fire Penetration

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Damage

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            2 variants

                                                                                            Fire Penetration I · Tier 2

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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 .
                                                                                            resistance.
                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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 .
                                                                                            resistance.

                                                                                            • Supported Skills Penetrate 30 % 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.
                                                                                              Supported Skills Penetrate 30 % 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.
                                                                                            Fire Penetration II · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, making those Hits ignore enemy 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 .
                                                                                            resistance.
                                                                                            Supports any skill that Hits enemies, making those Hits ignore enemy 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 .
                                                                                            resistance.

                                                                                            • Hits from Supported Skills ignore enemy 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.
                                                                                              Hits from Supported Skills ignore enemy 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.

                                                                                            Freeze

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, making it more effective at Freezing enemies.Supports any skill that Hits enemies, making it more effective at Freezing enemies.

                                                                                            • Supported Skills cause 50 % more FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                              Supported Skills cause 50 % more FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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

                                                                                            Frostfire

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Fire
                                                                                            • Payoff
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing it to ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 Igniting a FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemy to boost the effect of the IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to ConsumeConsume

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

                                                                                            Freeze is an AilmentAilments 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 Igniting a FrozenFrozen

                                                                                            A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                            enemy to boost the effect of the IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .

                                                                                            • 50 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted on FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              targets with Supported Skills
                                                                                              50 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted on FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              targets with Supported Skills
                                                                                            • Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                              Supported Skills cannot cause FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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
                                                                                            • Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              from Enemies they IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Supported Skills ConsumeConsume

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

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              from Enemies they IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            • 25 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted on FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies with Supported Skills
                                                                                              25 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted on FrozenFrozen

                                                                                              A Frozen target cannot move or act. Targets become Frozen when they reach 100% FreezeFreeze buildup.
                                                                                              Unique enemies with Supported Skills

                                                                                            Heft

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 5
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports Skills which deal Damage, increasing the maximum PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage of their Hits .
                                                                                            Supports Skills which deal Damage, increasing the maximum PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage of their Hits .

                                                                                            • Supported Skills deal 30 % more Maximum PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Dmg
                                                                                              Supported Skills deal 30 % more Maximum PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              HitHit

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

                                                                                            Hobble

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills that HitHit

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

                                                                                            Hobbling a target lowers their EvasionEvasion by a specified amount. If this brings that target's EvasionEvasion value to 0, they are fully Hobbled for 12 seconds. Hobble from Players lowers EvasionEvasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
                                                                                            BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies based on a portion of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage dealt.
                                                                                            Supports Skills that HitHit

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

                                                                                            Hobbling a target lowers their EvasionEvasion by a specified amount. If this brings that target's EvasionEvasion value to 0, they are fully Hobbled for 12 seconds. Hobble from Players lowers EvasionEvasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
                                                                                            BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies based on a portion of PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            Damage dealt.

                                                                                            Ignite

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .

                                                                                            3 variants

                                                                                            Ignite I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .

                                                                                            • Supported Skills have 100 % more Flammability MagnitudeSupported Skills have 100 % more Flammability Magnitude
                                                                                            Ignite II · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            .

                                                                                            • Supported Skills have 150 % more Flammability MagnitudeSupported Skills have 150 % more Flammability Magnitude
                                                                                            Ignite III · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            and causing inflicted IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to deal their damage more quickly.
                                                                                            Supports any skill that Hits enemies, making it more likely to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            and causing inflicted IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to deal their damage more quickly.

                                                                                            • IgnitesIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              from Supported Skills deal Dmg 15 % faster
                                                                                              IgnitesIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              from Supported Skills deal Damage 15 % faster
                                                                                            • Supported Skills have 200 % more Flammability MagnitudeSupported Skills have 200 % more Flammability Magnitude

                                                                                            Immolate

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Payoff
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports Attacks , granting them 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 against Ignited enemies but making them unable to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            enemies themselves.
                                                                                            Supports Attacks , granting them 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 against Ignited enemies but making them unable to IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            enemies themselves.

                                                                                            • Supported Skills cannot IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              Supported Skills cannot IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            • Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              30 % 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 against Ignited enemies
                                                                                              Supported 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              30 % 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 against Ignited enemies

                                                                                            Lasting Shock

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies or inflicts ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            , causing its ShocksShock

                                                                                            Shock is an AilmentAilments 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 be inflicted less often but last longer.
                                                                                            Supports any skill that Hits enemies or inflicts ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            , causing its ShocksShock

                                                                                            Shock is an AilmentAilments 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 be inflicted less often but last longer.

                                                                                            • Supported Skills have 100 % inc. ShockShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              Supported Skills have 100 % increased ShockShock

                                                                                              Shock is an AilmentAilments 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
                                                                                            • Supported Skills have 30 % less chance to ShockShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              Supported Skills have 30 % less chance to ShockShock

                                                                                              Shock is an AilmentAilments 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 Penetration

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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.
                                                                                            resistance.
                                                                                            Supports any skill that Hits enemies, making those Hits Penetrate enemy 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.
                                                                                            resistance.

                                                                                            • Supported Skills Penetrate 30 % 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.
                                                                                              Supported Skills Penetrate 30 % 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.

                                                                                            Mastery

                                                                                            • Support
                                                                                            • Damage

                                                                                            Supports Chaos skills, granting them an additional level. Does not support skills which do not have levels.Supports Chaos skills, granting them an additional level. Does not support skills which do not have levels.

                                                                                            5 variants

                                                                                            Chaos Mastery · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            • +1 to Level of Supported Chaos Skills+1 to Level of Supported Chaos Skills
                                                                                            Cold Mastery · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports 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 .
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.
                                                                                            Supports 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 .
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.

                                                                                            • +1 to Level of Supported 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 .
                                                                                              Skills
                                                                                              +1 to Level of Supported 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 .
                                                                                              Skills
                                                                                            Fire Mastery · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports 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 .
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.
                                                                                            Supports 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 .
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.

                                                                                            • +1 to Level of Supported 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 .
                                                                                              Skills
                                                                                              +1 to Level of Supported 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 .
                                                                                              Skills
                                                                                            Lightning Mastery · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports 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.
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.
                                                                                            Supports 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.
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.

                                                                                            • +1 to Level of Supported 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.
                                                                                              Skills
                                                                                              +1 to Level of Supported 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.
                                                                                              Skills
                                                                                            Physical Mastery · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.
                                                                                            Supports PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            skills, granting them an additional level. Does not support skills which do not have levels.

                                                                                            • +1 to Level of Supported PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Skills
                                                                                              +1 to Level of Supported PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Skills

                                                                                            Outmaneuver

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.15×

                                                                                            Supports Skills you use yourself which can cause Damaging Hits . Supported Skills 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.
                                                                                            against Parried Enemies.
                                                                                            Supports Skills you use yourself which can cause Damaging Hits . Supported Skills 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.
                                                                                            against Parried Enemies.

                                                                                            • Supported Skills 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.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              against Parried Enemies equal to 25 % PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg dealt
                                                                                              Supported Skills 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.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              against Parried Enemies equal to 25 % PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage dealt

                                                                                            Overcharge

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, making its ShocksShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            more effective but reflecting them back to you as well.
                                                                                            Supports any skill that Hits enemies, making its ShocksShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            more effective but reflecting them back to you as well.

                                                                                            • 50 % inc. Magnitude of ShocksShock

                                                                                              Shock is an AilmentAilments 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 with Supported Skills
                                                                                              50 % increased Magnitude of ShocksShock

                                                                                              Shock is an AilmentAilments 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 with Supported Skills
                                                                                            • ShocksShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              caused by Supported Skills are reflected back to you
                                                                                              ShocksShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              caused by Supported Skills are reflected back to you

                                                                                            Pin

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            .

                                                                                            3 variants

                                                                                            Pin I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            .

                                                                                            • Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                              Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                            • PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg from Supported Skill is Pinning
                                                                                              PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage from Supported Skill is Pinning
                                                                                            Pin II · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            , as well as granting Critial HitHit

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

                                                                                            A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                            enemies.
                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            , as well as granting Critial HitHit

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

                                                                                            A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                            enemies.

                                                                                            • Supported Skills have 50 % inc. CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against ImmobilisedImmobilised

                                                                                              A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                              Enemies
                                                                                              Supported Skills have 50 % increased CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against ImmobilisedImmobilised

                                                                                              A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                              Enemies
                                                                                            • Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                              Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                            • PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg from Supported Skill is Pinning
                                                                                              PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage from Supported Skill is Pinning
                                                                                            Pin III · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            . Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
                                                                                            Supports any skill that Hits enemies, allowing its PhysicalPhysical

                                                                                            10% increased Physical Damage
                                                                                            damage to Pin enemies but making it unable to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            . Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.

                                                                                            • Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                              Modifiers to StunStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup for Supported Skills instead apply to Pin Buildup Supported Skills 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                            • PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Dmg from Supported Skill is Pinning
                                                                                              PhysicalPhysical

                                                                                              10% increased Physical Damage
                                                                                              Damage from Supported Skill is Pinning
                                                                                            • Hits with Supported Skills cause 60 % less Pin buildupHits with Supported Skills cause 60 % less Pin buildup
                                                                                            • Pin caused by Supported Skills has 30 % more durationPin caused by Supported Skills has 30 % more duration

                                                                                            Poison

                                                                                            • Support
                                                                                            • Chaos
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, giving it a chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            enemies.
                                                                                            Supports any skill that Hits enemies, giving it a chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            enemies.

                                                                                            3 variants

                                                                                            Poison I · Tier 1

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills have 40 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Supported Skills have 40 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Poison II · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills have 60 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Supported Skills have 60 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Poison III · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits enemies, giving it a chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            enemies and causing it to inflict more powerful PoisonsPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies.
                                                                                            Supports any skill that Hits enemies, giving it a chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            enemies and causing it to inflict more powerful PoisonsPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            against BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            Enemies.

                                                                                            • Supported Skills have 60 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Supported Skills have 60 % chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              on HitHit

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

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted by Supported Skills against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Enemies
                                                                                              20 % more Magnitude of PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              inflicted by Supported Skills against BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              Enemies

                                                                                            Profanity

                                                                                            • Support
                                                                                            • Chaos
                                                                                            • Damage

                                                                                            Supports Skills you use yourself. Supported Skills consume x 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.
                                                                                            on use, dealing more 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.
                                                                                            .
                                                                                            Supports Skills you use yourself. Supported Skills consume x 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.
                                                                                            on use, dealing more 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.
                                                                                            .

                                                                                            2 variants

                                                                                            Profanity I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            Supports Skills you use yourself. Supported Skills consume a CorpseCorpse

                                                                                            Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
                                                                                            on use, dealing more 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.
                                                                                            if they do.
                                                                                            Supports Skills you use yourself. Supported Skills consume a CorpseCorpse

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

                                                                                            • Supported Skills consume a CorpseCorpse

                                                                                              Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
                                                                                              within 5 m on use, if possible
                                                                                              Supported Skills consume a CorpseCorpse

                                                                                              Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.
                                                                                              within 5 metres on use, if possible
                                                                                            • Supported Skills deal 30 % more 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.
                                                                                              if consuming 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.
                                                                                              Supported Skills deal 30 % more 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.
                                                                                              if consuming 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.
                                                                                            Profanity II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports Skills you use yourself. Supported Skills consume many 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.
                                                                                            on use, dealing more 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 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.
                                                                                            Supports Skills you use yourself. Supported Skills consume many 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.
                                                                                            on use, dealing more 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 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.

                                                                                            • Supported Skills consume up to 10 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.
                                                                                              within 5 m on use, if possible
                                                                                              Supported Skills consume up to 10 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.
                                                                                              within 5 metres on use, if possible
                                                                                            • Supported Skills deal 5 % more 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.
                                                                                              for each 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 this way
                                                                                              Supported Skills deal 5 % more 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.
                                                                                              for each 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 this way

                                                                                            Rupture

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports skills that HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Enemies. Supported skills 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 AilmentAilments 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 Hitting Heavily Stunned Enemies.
                                                                                            Supports skills that HitHit

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

                                                                                            • Supported Skills 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 AilmentAilments 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 Hitting Heavy Stunned Enemies
                                                                                              Supported Skills 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 AilmentAilments 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 Hitting Heavy Stunned Enemies

                                                                                            Searing Flame

                                                                                            • Support
                                                                                            • Fire
                                                                                            • Damage

                                                                                            Supports any skill that Hits enemies, causing inflicted IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to deal more damage but its Hits to deal less damage.
                                                                                            Supports any skill that Hits enemies, causing inflicted IgnitesIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                            to deal more damage but its Hits to deal less damage.

                                                                                            2 variants

                                                                                            Searing Flame I · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills deal 25 % less Dmg with HitsSupported Skills deal 25 % less Damage with Hits
                                                                                            • 75 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted with Supported Skills
                                                                                              75 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted with Supported Skills
                                                                                            Searing Flame II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills deal 30 % less Dmg with HitsSupported Skills deal 30 % less Damage with Hits
                                                                                            • 100 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted with Supported Skills
                                                                                              100 % more Magnitude of IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite damage.
                                                                                              inflicted with Supported Skills

                                                                                            Shock

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, making it more likely to ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, making it more likely to ShockShock

                                                                                            Shock is an AilmentAilments 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.
                                                                                            .

                                                                                            • Supported Skills have 100 % more chance to ShockShock

                                                                                              Shock is an AilmentAilments 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.
                                                                                              Supported Skills have 100 % more chance to ShockShock

                                                                                              Shock is an AilmentAilments 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.

                                                                                            Shock Siphon

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Damage
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing you 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.
                                                                                            when it kills a Shocked enemy.
                                                                                            Supports any skill that Hits enemies, causing you 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.
                                                                                            when it kills a Shocked enemy.

                                                                                            • Recover 4 % of 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.
                                                                                              when a Supported Skill deals a Killing BlowKilling_Blow

                                                                                              A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                                                              to a Shocked enemy
                                                                                              Recover 4 % of 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.
                                                                                              when a Supported Skill deals a Killing BlowKilling_Blow

                                                                                              A Killing Blow is any HitHit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
                                                                                              to a Shocked enemy

                                                                                            Spreading Frost

                                                                                            • Support
                                                                                            • Cold
                                                                                            • Damage

                                                                                            Req: Level 20+

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            Stormfire

                                                                                            • Support
                                                                                            • Lightning
                                                                                            • Fire
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies. Enemies Shocked by Supported Skills take a percentage of damage from IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite 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 as well 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.
                                                                                            Supports any skill that Hits enemies. Enemies Shocked by Supported Skills take a percentage of damage from IgniteIgnite

                                                                                            Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite 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 as well 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.

                                                                                            • Enemies Shocked by Supported Skills take 20 % of damage from IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite 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 as well 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
                                                                                              Enemies Shocked by Supported Skills take 20 % of damage from IgniteIgnite

                                                                                              Ignite is an AilmentAilments 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 PenetrationPenetration ) do not affect Ignite 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 as well 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

                                                                                            Undermine

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Damage
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Attack Skills. Supported Skills ConsumeConsume

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

                                                                                            Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                            on hit, Breaking a percentage of the Maimed target'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.
                                                                                            in doing so. Supported Skills cannot themselves inflict MaimMaim

                                                                                            Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                            .
                                                                                            Supports Attack Skills. Supported Skills ConsumeConsume

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

                                                                                            Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                            on hit, Breaking a percentage of the Maimed target'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.
                                                                                            in doing so. Supported Skills cannot themselves inflict MaimMaim

                                                                                            Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                            .

                                                                                            • Supported Skills cannot inflict MaimMaim

                                                                                              Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                              Supported Skills cannot inflict MaimMaim

                                                                                              Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
                                                                                            • Supported Skills ConsumeConsume

                                                                                              Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                              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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              to Break 35 % of the Maimed target'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.
                                                                                              Supported Skills ConsumeConsume

                                                                                              Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds.
                                                                                              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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              to Break 35 % of the Maimed target'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.

                                                                                            Volatile Power

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Chaos
                                                                                            • Damage
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills which you use yourself. On using Supported Skills while they are EmpoweredEmpowered

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

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            .
                                                                                            Supports Skills which you use yourself. On using Supported Skills while they are EmpoweredEmpowered

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

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            .

                                                                                            • 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              5 VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on using Supported Skills while they are EmpoweredEmpowered

                                                                                              Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                              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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              5 VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on using Supported Skills while they are EmpoweredEmpowered

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

                                                                                            Volatility

                                                                                            • Support
                                                                                            • Physical
                                                                                            • Chaos
                                                                                            • Damage
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports Skills you use yourself which can cause Damaging Hits . Supported Skills grant VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            on CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .
                                                                                            Supports Skills you use yourself which can cause Damaging Hits . Supported Skills grant VolatilityVolatility

                                                                                            Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                            on CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            .

                                                                                            • Supported Skills grant VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Supported Skills grant VolatilityVolatility

                                                                                              Volatility explodes after 4 seconds, dealing 100 PhysicalPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
                                                                                              on CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.

                                                                                            Acrimony

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging AilmentDamaging_Ailments

                                                                                            AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                            have reduced Life regeneration rate. Only the strongest instance of this 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.
                                                                                            will apply. Does not Support Skills used by Minions .
                                                                                            Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging AilmentDamaging_Ailments

                                                                                            AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison .
                                                                                            have reduced Life regeneration rate. Only the strongest instance of this 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.
                                                                                            will apply. Does not Support Skills used by Minions .

                                                                                            • Enemies affected by non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Dmg over time from Supported Skills have 50 % reduced Life regeneration rate
                                                                                              Enemies affected by non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Damage over time from Supported Skills have 50 % reduced Life regeneration rate

                                                                                            Advancing Storm

                                                                                            • Support
                                                                                            • Storm
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier

                                                                                            Supports Storm skillsStorm_Skills

                                                                                            Storm Skills are long-duration weather-based Skills that have special interactions with other effects.
                                                                                            , causing them to appear at the user's location and move towards the target location.
                                                                                            Supports Storm skillsStorm_Skills

                                                                                            Storm Skills are long-duration weather-based Skills that have special interactions with other effects.
                                                                                            , causing them to appear at the user's location and move towards the target location.

                                                                                            • Supported Skills originate from the player and move towards the target locationSupported Skills originate from the player and move towards the target location

                                                                                            Ambrosia

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Skills you use yourself which damage enemies with Hits . Supported Skills consume a percentage of your maximum Mana FlaskFlask

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

                                                                                            Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charge consumed.
                                                                                            Supports Skills you use yourself which damage enemies with Hits . Supported Skills consume a percentage of your maximum Mana FlaskFlask

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

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

                                                                                            2 variants

                                                                                            Ambrosia · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills consume 14 % of your max Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              2 % 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 per Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                              Supported Skills consume 14 % of your maximum Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              2 % 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 per Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                            Ambrosia II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills consume 35 % of your max Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              1 % 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 per Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                              Supported Skills consume 35 % of your maximum Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills 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 Conversion . Damage over time cannot benefit from damage Gain.
                                                                                              1 % 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 per Mana FlaskFlask

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

                                                                                            Ambush

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, making it more likely to Critically HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            enemies on full life.
                                                                                            Supports any skill that Hits enemies, making it more likely to Critically HitHit

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

                                                                                            • Supported Skill has 100 % more CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against Enemies that are on Full Life
                                                                                              Supported Skill has 100 % more CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against Enemies that are on Full Life

                                                                                            Armour Demolisher

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill, causing Armour BreakArmour_Break

                                                                                            Some Skills, Items, Support Gems and other effects can Break ArmourArmour , which lowers a target's ArmourArmour by a specified amount. If this brings the target's ArmourArmour value to 0, their ArmourArmour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from ArmourArmour , non-player targets with Fully Broken ArmourArmour take 20% increased PhysicalPhysical damage from Hits . Players Break 3 times ArmourArmour against Normal Monsters and 2 times ArmourArmour against Magic Monsters.
                                                                                            it inflicts to be stronger.
                                                                                            Supports any skill, causing Armour BreakArmour_Break

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

                                                                                            2 variants

                                                                                            Armour Demolisher I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills Break 50 % 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.
                                                                                              Supported Skills Break 50 % 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.
                                                                                            Armour Demolisher II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills Break 70 % 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.
                                                                                              Supported Skills Break 70 % 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.

                                                                                            Arms' Length

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Arms Length
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports Skills which HitHit

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

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            from those Hits to be significantly more effective.
                                                                                            Supports Skills which HitHit

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

                                                                                            Knockback pushes Enemies away when HitHit .
                                                                                            from those Hits to be significantly more effective.

                                                                                            • Supported Skills have 40 % more KnockbackKnockback

                                                                                              Knockback pushes Enemies away when HitHit .
                                                                                              Distance
                                                                                              Supported Skills have 40 % more KnockbackKnockback

                                                                                              Knockback pushes Enemies away when HitHit .
                                                                                              Distance

                                                                                            Astral Projection

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports Nova SkillsNova_Skills

                                                                                            Nova Skills take effect in a circular area around their user.
                                                                                            , causing those Skills to take place at the targeted location when used instead of around you.
                                                                                            Supports Nova SkillsNova_Skills

                                                                                            Nova Skills take effect in a circular area around their user.
                                                                                            , causing those Skills to take place at the targeted location when used instead of around you.

                                                                                            • Supported Skills Cast at the targeted location instead of around youSupported Skills Cast at the targeted location instead of around you
                                                                                            • Supported Skills have 25 % less AoESupported Skills have 25 % less Area of Effect

                                                                                            Blind

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill that Hits enemies, causing them to BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

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

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

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

                                                                                            2 variants

                                                                                            Blind I · Tier 2

                                                                                            Cost multiplier 1.1×

                                                                                            Supports any skill that Hits enemies, causing them to BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

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

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

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

                                                                                            • Supported Skills BlindBlind

                                                                                              Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              Enemies on HitHit

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

                                                                                              Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              Enemies on HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Blind II · Tier 5

                                                                                            Cost multiplier 1.1×

                                                                                            Supports any skill that Hits enemies, causing them to BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            with increased effect.
                                                                                            Supports any skill that Hits enemies, causing them to BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            on HitHit

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

                                                                                            • Supported Skills BlindBlind

                                                                                              Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              Enemies on HitHit

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

                                                                                              Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              Enemies on HitHit

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

                                                                                              Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              inflicted with Supported Skills has 20 % inc. Effect
                                                                                              BlindBlind

                                                                                              Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              inflicted with Supported Skills has 20 % increased Effect

                                                                                            Blindside

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports Skills which can cause Damaging Hits . Supported Skills are more likely to Critically HitHit

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

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits against Blinded Enemies, but cannot themselves inflict BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            .
                                                                                            Supports Skills which can cause Damaging Hits . Supported Skills are more likely to Critically HitHit

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

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits against Blinded Enemies, but cannot themselves inflict BlindBlind

                                                                                            Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            .

                                                                                            • Supported Skills cannot inflict BlindBlind

                                                                                              Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                              Supported Skills cannot inflict BlindBlind

                                                                                              Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
                                                                                            • Supported Skills have 15 % more Critical Dmg BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              with Hits against Blinded Enemies
                                                                                              Supported Skills have 15 % more Critical Damage BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              with Hits against Blinded Enemies
                                                                                            • Supported Skills have 15 % more chance to Critically HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Blinded Enemies
                                                                                              Supported Skills have 15 % more chance to Critically HitHit

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

                                                                                            Bounty

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any Skill that Hits Enemies, causing Enemies it kills to grant more 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            and CharmCharm

                                                                                            Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                            charges.
                                                                                            Supports any Skill that Hits Enemies, causing Enemies it kills to grant more 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            and CharmCharm

                                                                                            Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                            charges.

                                                                                            5 variants

                                                                                            Bounty I · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • Enemies killed by Hits from Supported Skills grant 50 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                              Enemies killed by Hits from Supported Skills grant 50 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                            • Enemies killed by Hits from Supported Skills grant 50 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 50 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            • Enemies killed by Hits from Supported Skills grant 50 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 50 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            Bounty II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            Charm Bounty · Charm Bounty

                                                                                            Cost multiplier 1×

                                                                                            Supports any Skill that Hits Enemies, causing Enemies it kills to grant more CharmCharm

                                                                                            Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                            charges.
                                                                                            Supports any Skill that Hits Enemies, causing Enemies it kills to grant more CharmCharm

                                                                                            Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                            charges.

                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm

                                                                                              Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
                                                                                              charges
                                                                                            Life Bounty · Life Bounty

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, causing enemies it kills to grant more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges.
                                                                                            Supports any skill that Hits enemies, causing enemies it kills to grant more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges.

                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            Mana Bounty · Mana Bounty

                                                                                            Cost multiplier 1×

                                                                                            Supports any skill that Hits enemies, causing enemies it kills to grant more Mana FlaskFlask

                                                                                            Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges.
                                                                                            Supports any skill that Hits enemies, causing enemies it kills to grant more Mana FlaskFlask

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

                                                                                            • Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.

                                                                                            Chance to Freeze

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.3×

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            • Supported Skills have 10 % chance to FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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 .
                                                                                              Supported Skills have 10 % chance to FreezeFreeze

                                                                                              Freeze is an AilmentAilments 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 .

                                                                                            Commiserate

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports Skills you use or Trigger yourself, which can cause Damaging Hits . Supported Skills inflict more powerful AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            if you are afflicted with those AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            when you inflict them, while also removing from you any AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            that they inflict.
                                                                                            Supports Skills you use or Trigger yourself, which can cause Damaging Hits . Supported Skills inflict more powerful AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            if you are afflicted with those AilmentsAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            when you inflict them, while also removing from you any AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            that they inflict.

                                                                                            • AilmentsAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              inflicted by Supported Skills have 40 % more Magnitude if you are afflicted with that AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              when inflicting it
                                                                                              AilmentsAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              inflicted by Supported Skills have 40 % more Magnitude if you are afflicted with that AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              when inflicting it
                                                                                            • When inflicting an AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              with Supported Skill, remove that AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              from yourself
                                                                                              When inflicting an AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              with Supported Skill, remove that AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              from yourself

                                                                                            Concoct

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Skills you use yourself which Damage enemies with Hits . Supported Skills consume a percentage of your maximum Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges, inflicting more powerful BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            based on Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges consumed.
                                                                                            Supports Skills you use yourself which Damage enemies with Hits . Supported Skills consume a percentage of your maximum Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges, inflicting more powerful BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            based on Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges consumed.

                                                                                            2 variants

                                                                                            Concoct I · Tier 2

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills consume 20 % of your max Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              they inflict per Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                              Supported Skills consume 20 % of your maximum Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              they inflict per Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                            Concoct II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills consume 30 % of your max Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              they inflict per Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed
                                                                                              Supported Skills consume 30 % of your maximum Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              they inflict per Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              charge consumed

                                                                                            Corpse Conservation

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports skills that consume 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.
                                                                                            , giving them a chance to take effect without destroying 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.
                                                                                            .
                                                                                            Supports skills that consume 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.
                                                                                            , giving them a chance to take effect without destroying 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.
                                                                                            .

                                                                                            • 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.
                                                                                              consumed by Supported Skills have 25 % chance to not be destroyed
                                                                                              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.
                                                                                              consumed by Supported Skills have 25 % chance to not be destroyed

                                                                                            Danse Macabre

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports OfferingOffering

                                                                                            Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                            Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.
                                                                                            Supports OfferingOffering

                                                                                            Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                            Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.

                                                                                            • Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills have 30 % inc. Buff effect
                                                                                              Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills have 30 % increased Buff effect
                                                                                            • Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills target an additional skeletal Minion Support Effects are only applied if an additional skeletal Minion is targeted
                                                                                              Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills target an additional skeletal Minion Support Effects are only applied if an additional skeletal Minion is targeted
                                                                                            • Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills deal 30 % more Dmg
                                                                                              Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills deal 30 % more Damage

                                                                                            Dauntless

                                                                                            • Support
                                                                                            • Conditional
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports Skills you use yourself which can cause Damaging Hits . Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a cooldown or another usage Condition .Supports Skills you use yourself which can cause Damaging Hits . Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a cooldown or another usage Condition .

                                                                                            • Supported Skills cannot be used unless you have been stationary for 1.5 seconds This timer resets when you moveSupported Skills cannot be used unless you have been stationary for 1.5 seconds This timer resets when you move
                                                                                            • Supported Skills deal 3 % more Dmg with Hits for each quarter second you have been stationary, up to 45 % This Dmg bonus resets when you moveSupported Skills deal 3 % more Damage with Hits for each quarter second you have been stationary, up to 45 % This Damage bonus resets when you move

                                                                                            Delayed Gratification

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.

                                                                                            • Supported Conditional Skills can be used an additional time within 10 seconds of using them after meeting their requirementsSupported Conditional Skills can be used an additional time within 10 seconds of using them after meeting their requirements
                                                                                            • Conditional requirements of Supported Skills are 150 % harder to meetConditional requirements of Supported Skills are 150 % harder to meet

                                                                                            Deliberation

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.

                                                                                            • Supported Skills deal 20 % more DmgSupported Skills deal 20 % more Damage
                                                                                            • 30 % more Move.Spd penalty while using Supported Skills30 % more Movement Speed penalty while using Supported Skills

                                                                                            Derange

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier

                                                                                            Supports Skills which you use yourself which can deal damage. Supported Skills gain an 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.
                                                                                            cost equal to your IntelligenceIntelligence

                                                                                            Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                            , while also dealing more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            Damage over time based off of your IntelligenceIntelligence

                                                                                            Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                            . Cannot support ChannellingChannelling

                                                                                            Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
                                                                                            Skills.
                                                                                            Supports Skills which you use yourself which can deal damage. Supported Skills gain an 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.
                                                                                            cost equal to your IntelligenceIntelligence

                                                                                            Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                            , while also dealing more non- AilmentAilments

                                                                                            Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                            Damage over time based off of your IntelligenceIntelligence

                                                                                            Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                            . Cannot support ChannellingChannelling

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

                                                                                            • Supported Skills gain an 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.
                                                                                              cost equal to your IntIntelligence

                                                                                              Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                              Supported Skills gain an 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.
                                                                                              cost equal to your IntelligenceIntelligence

                                                                                              Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                            • Supported Skills deal 8 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Dmg over time per 100 IntIntelligence

                                                                                              Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
                                                                                              Supported Skills deal 8 % more non- AilmentAilments

                                                                                              Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison .
                                                                                              Damage over time per 100 IntelligenceIntelligence

                                                                                              Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.

                                                                                            Devastate

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any skill that Hits enemies, causing them to apply 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.
                                                                                            to enemies when 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                            to enemies.
                                                                                            Supports any skill that Hits enemies, causing them to apply 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.
                                                                                            to enemies when 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                            to enemies.

                                                                                            • Supported Skills Fully 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.
                                                                                              when inflicting 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                              Supported Skills Fully 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.
                                                                                              when inflicting 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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.

                                                                                            Durability

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            Reservation multiplier
                                                                                            1.1×

                                                                                            Supports Skills which create objects that are destroyed after being HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            a number of times, allowing for them to last for additional Hits . Does not modify Skills used by Minions .
                                                                                            Supports Skills which create objects that are destroyed after being HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            a number of times, allowing for them to last for additional Hits . Does not modify Skills used by Minions .

                                                                                            • Objects created by Supported Skills can be HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              +2 times
                                                                                              Objects created by Supported Skills can be HitHit

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              +2 times

                                                                                            Efficiency

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill, making it cost less to use. Cannot support skills which reserve SpiritSpirit

                                                                                            Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                                                                            .
                                                                                            Supports any skill, making it cost less to use. Cannot support skills which reserve SpiritSpirit

                                                                                            Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                                                                            .

                                                                                            2 variants

                                                                                            Efficiency I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have 30 % less CostSupported Skills have 30 % less Cost
                                                                                            Efficiency II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have 40 % less CostSupported Skills have 40 % less Cost

                                                                                            Elemental Focus

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing it to deal more Elemental DamageElementalDamage

                                                                                            The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            but be unable to inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more Elemental DamageElementalDamage

                                                                                            The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            but be unable to inflict Elemental AilmentsElemental_Ailments

                                                                                            Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                            .

                                                                                            • Supported Skills deal 25 % more Ele.DmgElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              Supported Skills deal 25 % more Elemental DamageElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            • Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                              Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
                                                                                              Supported Skills cannot inflict Elemental AilmentsElemental_Ailments

                                                                                              Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .

                                                                                            Energy Barrier

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports any skill that you can use, causing 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 to begin immediately if you are Stunned while using it.
                                                                                            Supports any skill that you can use, causing 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 to begin immediately if you are Stunned while using it.

                                                                                            • 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 begins immediately and is not interrupted by Dmg for 2 seconds when Stunned while using Supported Skills
                                                                                              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 begins immediately and is not interrupted by Damage for 2 seconds when Stunned while using Supported Skills

                                                                                            Enervation

                                                                                            • Support
                                                                                            • Other

                                                                                            Req: Level 5+

                                                                                            A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.

                                                                                            Execute

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .

                                                                                            3 variants

                                                                                            Execute I · Tier 1

                                                                                            Cost multiplier 1.1×

                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .

                                                                                            • Supported Skills deal 40 % more Dmg with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                              Supported Skills deal 40 % more Damage with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            Execute II · Tier 4

                                                                                            Cost multiplier 1.1×

                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .

                                                                                            • Supported Skills deal 50 % more Dmg with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                              Supported Skills deal 50 % more Damage with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            Execute III · Tier 5

                                                                                            Cost multiplier 1.1×

                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            , as well as dealing more damage while you are on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .
                                                                                            Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            , as well as dealing more damage while you are on Low LifeLow_Life

                                                                                            A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            .

                                                                                            • Supported Skills deal 30 % more Dmg with Hits while you are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                              Supported Skills deal 30 % more Damage with Hits while you are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                            • Supported Skills deal 30 % more Dmg with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.
                                                                                              Supported Skills deal 30 % more Damage with Hits against Enemies that are on Low LifeLow_Life

                                                                                              A player or monster is on Low Life if it has 35% of its Maximum Life or less.

                                                                                            Fissures

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Skills which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.Supports Skills which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.

                                                                                            4 variants

                                                                                            Branching Fissures I · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills' Fissures branch 2 timesSupported Skills' Fissures branch 2 times
                                                                                            • Supported Skills' Branched Fissures deal 40 % less damageSupported Skills' Branched Fissures deal 40 % less damage
                                                                                            • Supported Skills' Branched Fissures have 35 % less area of effectSupported Skills' Branched Fissures have 35 % less area of effect
                                                                                            Branching Fissures II · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills' Fissures branch 2 timesSupported Skills' Fissures branch 2 times
                                                                                            • Supported Skills' Branched Fissures deal 30 % less damageSupported Skills' Branched Fissures deal 30 % less damage
                                                                                            • Supported Skills' Branched Fissures have 35 % less area of effectSupported Skills' Branched Fissures have 35 % less area of effect
                                                                                            Upheaval I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            Supports Skills which create fissures in the ground, causing them to create an additional fissure at the cost of damage and speed.Supports Skills which create fissures in the ground, causing them to create an additional fissure at the cost of damage and speed.

                                                                                            • Supported Skills create an additional fissureSupported Skills create an additional fissure
                                                                                            • Supported Skills deal 20 % less DmgSupported Skills deal 20 % less Damage
                                                                                            • Supported Skills have 20 % less Skill SpeedSkill_Speed

                                                                                              Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                              Supported Skills have 20 % less Skill SpeedSkill_Speed

                                                                                              Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                            Upheaval II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports Skills which create fissures in the ground, causing them to create additional fissures at the cost of damage and speed.Supports Skills which create fissures in the ground, causing them to create additional fissures at the cost of damage and speed.

                                                                                            • Supported Skills create 2 additional fissuresSupported Skills create 2 additional fissures
                                                                                            • Supported Skills deal 40 % less DmgSupported Skills deal 40 % less Damage
                                                                                            • Supported Skills have 20 % less Skill SpeedSkill_Speed

                                                                                              Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
                                                                                              Supported Skills have 20 % less Skill SpeedSkill_Speed

                                                                                              Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.

                                                                                            Flow

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills which require 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. Supported Skills lose their 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 .
                                                                                            stacks after a longer delay spent not gaining any 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 .
                                                                                            .
                                                                                            Supports Skills which require 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. Supported Skills lose their 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 .
                                                                                            stacks after a longer delay spent not gaining any 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 .
                                                                                            .

                                                                                            • Supported Skills lose 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 .
                                                                                              60 % slower
                                                                                              Supported Skills lose 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 .
                                                                                              60 % slower

                                                                                            Fortress

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            damage.
                                                                                            Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit

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

                                                                                            2 variants

                                                                                            Fortress I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills deal 40 % less damage with HitsSupported Skills deal 40 % less damage with Hits
                                                                                            • Walls from Supported Skills are created in a Circle insteadWalls from Supported Skills are created in a Circle instead
                                                                                            Fortress II · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            damage and have lowered Area of Effect.
                                                                                            Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit

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

                                                                                            • Supported Skills have 20 % less AoESupported Skills have 20 % less Area of Effect
                                                                                            • Supported Skills deal 30 % less damage with HitsSupported Skills deal 30 % less damage with Hits
                                                                                            • Walls from Supported Skills are created in a Circle insteadWalls from Supported Skills are created in a Circle instead

                                                                                            Gorge

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports skills that consume 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.
                                                                                            . Consuming 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.
                                                                                            with supported skills grants 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges.
                                                                                            Supports skills that consume 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.
                                                                                            . Consuming 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.
                                                                                            with supported skills grants 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                            charges.

                                                                                            • Supported Skills grant 10 Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for each 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
                                                                                              Supported Skills grant 10 Life 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 PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for each 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
                                                                                            • Supported Skills grant 10 Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for each 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
                                                                                              Supported Skills grant 10 Mana FlaskFlask

                                                                                              Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
                                                                                              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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for each 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

                                                                                            Inexorable Critical

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance over time.
                                                                                            Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance over time.

                                                                                            2 variants

                                                                                            Inexorable Critical I · Tier 3

                                                                                            Cost multiplier 1.2×

                                                                                            • Supported Skills gain 10 % inc. CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance each second, up to 100 %. This CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits
                                                                                              Supported Skills gain 10 % increased CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance each second, up to 100 %. This CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits
                                                                                            Inexorable Critical II · Tier 4

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance over time, but also reduce your Critical Damage BonusCritical_Damage_Bonus

                                                                                            Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                            .
                                                                                            Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance over time, but also reduce your Critical Damage BonusCritical_Damage_Bonus

                                                                                            Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                            .

                                                                                            • Supported Skills gain 40 % inc. CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance each second, up to 200 %. This CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits
                                                                                              Supported Skills gain 40 % increased CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance each second, up to 200 %. This CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits
                                                                                            • Supported Skills gain 10 % less Critical Dmg BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              each second, up to 50 %. This Critical Dmg BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits
                                                                                              Supported Skills gain 10 % less Critical Damage BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              each second, up to 50 %. This Critical Damage BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              is lost whenever a skill supported by Inexorable CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                              Critically Hits

                                                                                            Knockback

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing it to Knock Back enemies.Supports any skill that Hits enemies, causing it to Knock Back enemies.

                                                                                            • Supported Skills Knock Enemies Back on HitHit

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

                                                                                              Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            • Supported Skills have 40 % more KnockbackKnockback

                                                                                              Knockback pushes Enemies away when HitHit .
                                                                                              Distance
                                                                                              Supported Skills have 40 % more KnockbackKnockback

                                                                                              Knockback pushes Enemies away when HitHit .
                                                                                              Distance

                                                                                            Leverage

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills which HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Enemies. Supported Skills gain increased chance to Critically HitHit

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

                                                                                            A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                            Enemies.
                                                                                            Supports Skills which HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            Enemies. Supported Skills gain increased chance to Critically HitHit

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

                                                                                            A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                            Enemies.

                                                                                            • Supported Skills have 50 % inc. CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against ImmobilisedImmobilised

                                                                                              A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                              Enemies
                                                                                              Supported Skills have 50 % increased CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance against ImmobilisedImmobilised

                                                                                              A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted .
                                                                                              Enemies

                                                                                            Life Drain

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.

                                                                                            • Recover 12 % of max Life over four seconds when Supported Skills Cull an EnemyRecover 12 % of maximum Life over four seconds when Supported Skills Cull an Enemy

                                                                                            Lifetap

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve SpiritSpirit

                                                                                            Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                                                                            .
                                                                                            Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve SpiritSpirit

                                                                                            Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets .
                                                                                            .

                                                                                            • Supported Skills have Mana Costs Converted to Life CostsSupported Skills have Mana Costs Converted to Life Costs

                                                                                            Lockdown

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.

                                                                                            • Supported Skills have 120 % more Pin Buildup against enemies within 2 m of you, scaling to no change at 12 mSupported Skills have 120 % more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres

                                                                                            Malady

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Skills which can cause Damaging Hits , causing base chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            with Supported Skills to instead apply to base chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            , and causing base chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            to instead apply to BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .
                                                                                            Supports Skills which can cause Damaging Hits , causing base chance to inflict BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            with Supported Skills to instead apply to base chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            , and causing base chance to PoisonPoison

                                                                                            Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                            to instead apply to BleedingBleeding

                                                                                            Bleeding is an AilmentAilments 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.
                                                                                            .

                                                                                            • Chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              with Supported Skills is calculated from their base chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              instead
                                                                                              Chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              with Supported Skills is calculated from their base chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              instead
                                                                                            • Chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              with Supported Skills is calculated from their base chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              instead
                                                                                              Chance to PoisonPoison

                                                                                              Poison is an AilmentAilments 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 PenetrationPenetration ) do not affect Poison damage.
                                                                                              with Supported Skills is calculated from their base chance to inflict BleedingBleeding

                                                                                              Bleeding is an AilmentAilments 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.
                                                                                              instead

                                                                                            Mobility

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports skills that can be used while moving, allowing you to move faster while using them.Supports skills that can be used while moving, allowing you to move faster while using them.

                                                                                            • 25 % less Move.Spd penalty while using Supported Skills25 % less Movement Speed penalty while using Supported Skills

                                                                                            Momentum

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.

                                                                                            • After moving at least 2 m during a single use of a Supported Skill, the rest of that use deals 40 % more DmgAfter moving at least 2 metres during a single use of a Supported Skill, the rest of that use deals 40 % more Damage

                                                                                            Murderous Intent

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.

                                                                                            • Skills EmpoweredEmpowered

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

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

                                                                                            Opening Move

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 1
                                                                                            Cost multiplier

                                                                                            Supports Travel SkillsTravel_Skills

                                                                                            Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                            which HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            enemies. Hits with Supported Skills against enemies on full life will 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.
                                                                                            .
                                                                                            Supports Travel SkillsTravel_Skills

                                                                                            Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                            which HitHit

                                                                                            Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            enemies. Hits with Supported Skills against enemies on full life will 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.
                                                                                            .

                                                                                            • Supported Skills DazeDaze

                                                                                              Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                              when Hitting enemies that are on full life
                                                                                              Supported Skills DazeDaze

                                                                                              Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
                                                                                              when Hitting enemies that are on full life

                                                                                            Overabundance

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Skills which have a LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            , increasing that LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            at the cost of their duration. Only applies to restrictions that use the word " LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            ".
                                                                                            Supports Skills which have a LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            , increasing that LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            at the cost of their duration. Only applies to restrictions that use the word " LimitLimit

                                                                                            Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            ".

                                                                                            2 variants

                                                                                            Overabundance I · Tier 1

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have + 1 to LimitLimit

                                                                                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                              Supported Skills have + 1 to LimitLimit

                                                                                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            • Supported Skills have 50 % less Skill Effect Dur.Supported Skills have 50 % less Skill Effect Duration
                                                                                            Overabundance II · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills have + 1 to LimitLimit

                                                                                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                              Supported Skills have + 1 to LimitLimit

                                                                                              Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.
                                                                                            • Supported Skills have 40 % less Skill Effect Dur.Supported Skills have 40 % less Skill Effect Duration

                                                                                            Perfection

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 4
                                                                                            Cost multiplier

                                                                                            Supports skills which have a benefit for Perfectly Timing their use. On successfully executing 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.
                                                                                            with Supported Skills, gain Perfection , which is a powerful damage buff. However, failing to execute any 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.
                                                                                            (even with skills not supported by Perfection) will remove all Perfection on you.
                                                                                            Supports skills which have a benefit for Perfectly Timing their use. On successfully executing 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.
                                                                                            with Supported Skills, gain Perfection , which is a powerful damage buff. However, failing to execute any 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.
                                                                                            (even with skills not supported by Perfection) will remove all Perfection on you.

                                                                                            • Successfully executing 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.
                                                                                              with Supported Skills grants Perfection All Perfection is lost on failing to execute any 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.
                                                                                              Successfully executing 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.
                                                                                              with Supported Skills grants Perfection All Perfection is lost on failing to execute any 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.

                                                                                            Pinpoint Critical

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits Enemies, causing it to Critically HitHit

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

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits .
                                                                                            Supports any skill that Hits Enemies, causing it to Critically HitHit

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

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits .

                                                                                            • Supported Skills have 60 % more CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance
                                                                                              Supported Skills have 60 % more CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              Chance
                                                                                            • Supported Skills have 30 % less Critical Dmg BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              Supported Skills have 30 % less Critical Damage BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).

                                                                                            Premeditation

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.3×

                                                                                            Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.

                                                                                            • Skills EmpoweredEmpowered

                                                                                              Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                              by Supported Skills deal 15 % more Dmg
                                                                                              Skills EmpoweredEmpowered

                                                                                              Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
                                                                                              by Supported Skills deal 15 % more Damage

                                                                                            Rageforged

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any damaging skill that you use or Trigger yourself, causing it to 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 deal more damage. If you don't have enough 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 spend, the damage bonus will not apply.
                                                                                            Supports any damaging skill that you use or Trigger yourself, causing it to 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 deal more damage. If you don't have enough 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 spend, the damage bonus will not apply.

                                                                                            2 variants

                                                                                            Rageforged I · Tier 4

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills spend 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.
                                                                                              if possible to deal 35 % more Dmg
                                                                                              Supported Skills spend 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.
                                                                                              if possible to deal 35 % more Damage
                                                                                            Rageforged II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            Supports any damaging skill that you use or Trigger yourself, causing it to 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 deal more damage, with a chance to skip 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.
                                                                                            while still benefitting as though it had. If you don't have enough 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 spend, the damage bonus will not apply.
                                                                                            Supports any damaging skill that you use or Trigger yourself, causing it to 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 deal more damage, with a chance to skip 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.
                                                                                            while still benefitting as though it had. If you don't have enough 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 spend, the damage bonus will not apply.

                                                                                            • Supported Skills have 30 % chance to gain the benefits of this Support without spending additional 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.
                                                                                              Supported Skills have 30 % chance to gain the benefits of this Support without spending additional 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.
                                                                                            • Supported Skills spend 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.
                                                                                              if possible to deal 35 % more Dmg
                                                                                              Supported Skills spend 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.
                                                                                              if possible to deal 35 % more Damage

                                                                                            Relentless Rage

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.15×

                                                                                            Supports Skills you use yourself. On 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.
                                                                                            with any skill you will gain a Buff . Using Supported Skills consumes this Buff to grant you 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.
                                                                                            .
                                                                                            Supports Skills you use yourself. On 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.
                                                                                            with any skill you will gain a Buff . Using Supported Skills consumes this Buff to grant you 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.
                                                                                            .

                                                                                            • Spending 30 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 you a Relentless 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.
                                                                                              Buff , causing the next use of Supported Skills to consume that Buff to grant 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.
                                                                                              Spending 30 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 you a Relentless 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.
                                                                                              Buff , causing the next use of Supported Skills to consume that Buff to grant 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.

                                                                                            Rising Tempest

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.2×

                                                                                            Supports Skills which deal Damage, raising Elemental DamageElementalDamage

                                                                                            The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            dealt for each Skill used RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                            of a different Elemental type. Cannot support Minion Skills.
                                                                                            Supports Skills which deal Damage, raising Elemental DamageElementalDamage

                                                                                            The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                            dealt for each Skill used RecentlyRecently

                                                                                            Recently refers to the past 4 seconds.
                                                                                            of a different Elemental type. Cannot support Minion Skills.

                                                                                            • Supported Skills deal 12 % more Ele.DmgElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              for each Skill used RecentlyRecently

                                                                                              Recently refers to the past 4 seconds.
                                                                                              of a different Elemental type
                                                                                              Supported Skills deal 12 % more Elemental DamageElementalDamage

                                                                                              The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
                                                                                              for each Skill used RecentlyRecently

                                                                                              Recently refers to the past 4 seconds.
                                                                                              of a different Elemental type

                                                                                            Rusted Spikes

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports Skills which deal Damage with Hits . When Supported Skills Pin an Enemy, they also 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 AilmentAilments 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 that Enemy.
                                                                                            Supports Skills which deal Damage with Hits . When Supported Skills Pin an Enemy, they also 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 AilmentAilments 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 that Enemy.

                                                                                            • Supported Skills 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 AilmentAilments 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 Enemies when Pinning them
                                                                                              Supported Skills 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 AilmentAilments 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 Enemies when Pinning them

                                                                                            Ruthless

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier

                                                                                            Supports Attacks , causing repeated uses to be more effective at Stunning enemies.Supports Attacks , causing repeated uses to be more effective at Stunning enemies.

                                                                                            • Every fifth use of Supported Attacks causes 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup
                                                                                              Every fifth use of Supported Attacks causes 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              Buildup

                                                                                            Sacrificial Offering

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports OfferingOffering

                                                                                            Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                            Skills. Supported Skills 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 on use, but deal much more damage and have more powerful Buffs in return.
                                                                                            Supports OfferingOffering

                                                                                            Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                            Skills. Supported Skills 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 on use, but deal much more damage and have more powerful Buffs in return.

                                                                                            • Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills have 30 % inc. Buff effect
                                                                                              Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills have 30 % increased Buff effect
                                                                                            • Supported Skills SacrificeSacrifice

                                                                                              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.
                                                                                              15 % of Life on use
                                                                                              Supported Skills 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.
                                                                                              15 % of Life on use
                                                                                            • Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills deal 30 % more Dmg
                                                                                              Supported OfferingOffering

                                                                                              Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
                                                                                              Skills deal 30 % more Damage

                                                                                            Short Fuse

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.

                                                                                            2 variants

                                                                                            Short Fuse I · Tier 2

                                                                                            Cost multiplier 1.15×

                                                                                            Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation .Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation .

                                                                                            • Supported Skills have 40 % less Detonation TimeDetonation_Time

                                                                                              Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                                                                                              Supported Skills have 40 % less Detonation TimeDetonation_Time

                                                                                              Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                                                                                            Short Fuse II · Tier 4

                                                                                            Cost multiplier 1.15×

                                                                                            Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.

                                                                                            • Supported Skills have 80 % less Detonation TimeDetonation_Time

                                                                                              Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                                                                                              Supported Skills have 80 % less Detonation TimeDetonation_Time

                                                                                              Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
                                                                                            • Supported Skills deal 30 % less DmgSupported Skills deal 30 % less Damage

                                                                                            Soul Drain

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.

                                                                                            • Recover 12 % of max Mana over four seconds when Supported Skills Cull an EnemyRecover 12 % of maximum Mana over four seconds when Supported Skills Cull an Enemy

                                                                                            Stoicism

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                            Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                            .
                                                                                            Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                            Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                            .

                                                                                            2 variants

                                                                                            Stoicism I · Tier 3

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills gain 1 % more Dmg every second, up to 20% This Dmg Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                              Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                              Supported Skills gain 1 % more Damage every second, up to 20% This Damage Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                              Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                            Stoicism II · Tier 5

                                                                                            Cost multiplier 1×

                                                                                            • Supported Skills gain 2 % more Dmg every second, up to 20% This Dmg Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                              Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
                                                                                              Supported Skills gain 2 % more Damage every second, up to 20% This Damage Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills

                                                                                              Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.

                                                                                            Stun

                                                                                            • Support
                                                                                            • Other

                                                                                            Supports any skill that Hits Enemies, causing it to build up StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            more quickly.
                                                                                            Supports any skill that Hits Enemies, causing it to build up StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            more quickly.

                                                                                            3 variants

                                                                                            Stun I · Tier 2

                                                                                            Cost multiplier 1.2×

                                                                                            • Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup
                                                                                              Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup
                                                                                            Stun II · Tier 4

                                                                                            Cost multiplier 1.2×

                                                                                            • Hits with Supported Skills cause 70 % 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup
                                                                                              Hits with Supported Skills cause 70 % 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup
                                                                                            Stun III · Tier 5

                                                                                            Cost multiplier 1.2×

                                                                                            Supports any skill that Hits Enemies, causing it to build up StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            significantly more quickly, at the cost of Damage.
                                                                                            Supports any skill that Hits Enemies, causing it to build up StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            significantly more quickly, at the cost of Damage.

                                                                                            • Supported Skills deal 50 % less DmgSupported Skills deal 50 % less Damage
                                                                                            • Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup
                                                                                              Hits with Supported Skills cause 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 Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              buildup

                                                                                            Supercritical

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 3
                                                                                            Cost multiplier

                                                                                            Supports any skill that Hits enemies, causing it to deal more damage with CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits but have less CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance.
                                                                                            Supports any skill that Hits enemies, causing it to deal more damage with CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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%.
                                                                                            Hits but have less CriticalCritical

                                                                                            Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                            chance.

                                                                                            • Supported Skills have 100 % inc. Critical Dmg BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                              Supported Skills have 100 % increased Critical Damage BonusCritical_Damage_Bonus

                                                                                              Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
                                                                                            • Supported Skills have 20 % less CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              chance
                                                                                              Supported Skills have 20 % less CriticalCritical

                                                                                              Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus 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 AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
                                                                                              chance

                                                                                            Twofold

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Tier 2
                                                                                            Cost multiplier
                                                                                            1.15×

                                                                                            Supports any Skill 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.
                                                                                            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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            , granting a chance for benefits of that Consumption to be doubled.
                                                                                            Supports any Skill 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.
                                                                                            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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                            , granting a chance for benefits of that Consumption 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for Supported Skill have 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 PowerPower. By default players can have up to 3 of each type of Charge at once.
                                                                                              for Supported Skill have 20 % chance to be doubled

                                                                                            Unbreakable

                                                                                            • Support
                                                                                            • Other
                                                                                            Support
                                                                                            Base
                                                                                            Cost multiplier
                                                                                            1.1×

                                                                                            Supports any skill that you can use, making you harder to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            while using it.
                                                                                            Supports any skill that you can use, making you harder to StunStun

                                                                                            Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                            while using it.

                                                                                            • 30 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              for Heavy StunsHeavy_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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                              while using Supported Skills
                                                                                              30 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              for Heavy StunsHeavy_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 Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . 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.
                                                                                              while using Supported Skills
                                                                                            • 200 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              for Light StunsStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              while using Supported Skills
                                                                                              200 % more Stun ThresholdStunThreshold

                                                                                              Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%.
                                                                                              for Light StunsStun

                                                                                              Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy 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 Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light 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 Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
                                                                                              while using Supported Skills