- Mana59
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg47%
80% Phys. to Cold
Knocks
Back Enemies
80% more Freeze Buildup
Bolts break into 10 fragments (2.7m cone,
shotguns as a single hit)
- Mana71
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg69%
Knocks Back Enemies
Cannot Freeze
Bolts
break into 10 fragments (can shotgun as a single hit)
Bolts Pierce 2 Targets
Bolts explode Ice
Crystal
Consume Freeze
(Explosion, AoE 1.6m)
1326% a.dmg
Cannot Freeze
- Mana59
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg47%
80% Phys to Fire
Knocks Back Enemies
100%
more Ignitechance
Bolts break into 10 fragments (1.9m cone, shotguns as a single hit)
- Mana75
- #bolts5
- less rel.mod.0.5
- a.spd2
- a.dmg26%
40% Phys to Lightning
Knocks Back Enemies
Cannot
Chain
Bolts break into 6 fragments (can shotgun in a single hit) Fragments release a beam on hit
Beam
158% Attack dmg
100% Phys to Light."
Chains to 1 enemy
- Mana72
- #bolts21
- less rel.mod.0
- a.spd4.25
- a.dmg62%
Hits Break 845 Armour
Knocks Back Enemies
- Mana112
- #bolts12
- less rel.mod.0
- a.spd5.5
- a.dmg16%
Fires bolts at the ground, creating ice shards unless the bolt hits
an enemy.
Ice Shards explode when stepped on by an enemy. 60% Phys to Cold
Knocks Back Enemies
Shards (max 12)
100% Phys to Cold
Explosion (1.2 AoE)
Shards deals 900% more dmg after
1sec
Chills as 390% more dmg
- Mana245
- #bolts87
- less rel.mod.0.5
- a.spd5.5
- a.dmg40%
60% Phys to Fire
Charges for 800% of Attack
Time before firing if used when you have no Heat
Knocks Back Enemies
Gain 4heat/s (max 24) while
firing (lose quick when not)
Rapid Shots Gain 7% dmg as extra Fire.dmg per
Heat
Grenades Gain 6% dmg as extra Fire.dmg per Heat
- Mana132
- #bolts19
- less rel.mod.0.2
- a.spd4.5
- a.dmg40%
Release AoE dmg on hitting an enemy affected by a
Light.ailment.
Cannot inflict Shock
40% Phys to Light
100% less Electrocution buildup
Pulse (AoE radius 1.8m)
158% Attack dmg
Cannot inflict Shock
100% Phys to Light
100% less
Electrocution buildup
- Mana62
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg468%
Extra dmg when consuming fully armour break
Knocks Back
Enemies
Cannot Break Armour
Bolts Pierce 6 Targets
Vs Armour Broken
1060% Attack dmg
- Mana65
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg78%
Bolt creates two walls of Ice Crystals at the end of its
flight
60% Phys to Cold
Knocks Back Enemies
Wall (Ice Crystals, AoE 1.8m, 6s duration)
156% a.dmg
100% Phys to Cold
- Mana84
- #bolts1
- less rel.mod.0.3
- a.spd0.7
- a.dmg437%
Fires explosive bolts, which can detonate other skills
30% Phys
to Fire
Knocks Back Enemies
Explosion (AoE 3.0m)
80% Phys to Fire
Knocks Back Enemies
- Mana161
- #bolts1
- less rel.mod.0
- a.spd1
- a.dmg3593%
Fully channel to charge an explosive bolt.
Projectiles Pierce all
Targets
70% Phys to Lightning
+2 seconds to Total Attack Time
Knocks Back Enemies 30% more
shockchance
Explosion (AoE 3.2m)
1225% Attack dmg
100% of Phys to Lightning
30% more shockchance
- Mana83
- #bolts5
- less rel.mod.0.3
- a.spd1
- a.dmg53%
Fire 3 payloads (Duration 8sec, Impact AoE 0.8m, max 30 Bolts) at a
target location.
Detonator Skills will cause these bolts to explode.
60% Phys to Lightning
Explosion (AoE 1.6m)
250% a.dmg
100% Phys to Lightning
- Mana255
- #bolts25
- less rel.mod.0.5
- a.spd0.55
- a.dmg132%
Builds charges over time (base on reloadspeed) up to max bolt
number
Loads all charged bolts to fire in one shot (Impact.AoE 1.2m) at a target location (AoE
2.5m)
80% Phys to Cold
- Mana107
- #bolts1
- less rel.mod.0.3
- a.spd0.75
- a.dmg62%
Fires payloads (Impact.AoE 0.5m) that seek enemies (AoE 3.5m), which
explode after a short delay
80% Phys to Fire
Cannot Freeze
Cannot cause Stun buildup
50% more.dmg against Immobilised enemies
Explosion (AoE 0.5m)
250% Attack dmg
80% Phys to Fire
Cannot Freeze
Cannot cause Stun buildup
Bolt explosion radius is 1 metre
50% more dmg
against Immobilised enemies
Instantly reloads your active Crossbow skill
Max. Buff duration
is 6sec
Buff Empowers loaded bolts with 31% more dmg
- Mana89
- CD(#CDs)3(#3)
- AoE2.4
- Fuse(sec)2.5
- a.dmg421%
80% Phys to Fire
- Mana70
- CD(#CDs)4(#1)
- AoE3.3
- Fuse(sec)0.85
- a.dmg312%
400% more Stun buildup
Blinds Enemies and Allies
- Mana114
- CD(#CDs)3(#3)
- AoE2
- Fuse(sec)2
- a.dmg125%
Poison Cloud
374% Attack dmg
Does not Hit, but Poisons enemies
as though Hitting them
Gains 20% more AoE/sec (160%max) Burning effects or Detonator skills cause it to
explode
Explosion
468% Attack dmg
100% Phys to Fire
- Mana97
- CD(#CDs)3(#2)
- AoE2.4
- Fuse(sec)1.2
- a.dmg250%
80% Phys to Lightning
50% more Electrocution
buildup
Lightning.dmg contributes to Electrocution Buildup
- Mana80
- CD(#CDs)5(#3)
- AoE2.6
- Fuse(sec)1.6
- a.dmg125%
Grenade explodes into Oilground after fure or on impact on
enemies.
Oil Debuff(20% movement slow, 20% fire exposure, 5sec Duration)
Oil Ground (30%
movement slow, 20% Fire exposure, 5sec Duration)
Oil created this way can be Ignited by Detonator
Skills or Ignited Ground.
- Mana131
- CD(#CDs)10(#1)
- AoE2.5
- Fuse(sec)2
- a.dmg185%
Primary Grenade explodes into nova of exactly 14 mini
grenades
20% Phys to Fire
Mini Grenades (Nova, AoE 1.2m, Fuse 3sec)
105% Attack dmg
40% Phys to Fire
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curse applies after 1 second delay
Cursed Normal, Magic or Rare
enemies deal (20–26)% less dmg
Cursed Unique enemies deal (10–16)% less dmg
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all targets in an area after a short delay, making Hits
against them ignore a portion of their Armour.
Curse applies after 1 second delay
Curse radius is
(1.5–2.1) metres
Curse duration is (6–7.4) seconds
Hits against Cursed Enemies ignore (8–9605)
Armour
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Chaos.Res.
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Cold.Res.
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Light.Res.
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Fire.Res.
- Mana251
- AoE2.1
- Duration7.4
- c.spd0.7
Curses all enemies in AoE after 1 sec delay.
Other effects on
Cursed enemies expire 25% slower
Cursed enemies actions are Slowed 28% (Slow has less effect:
15%/30%/50%)
Summons Reviving Skeletal Warriors.
Minion Info
Summons long-ranged, Reviving Skeletal Snipers that can fire a gas
arrow on Command.
Minion Info
Command (97 Mana)
Impact (8s CD, 120% a.spd, 70% a.dmg)
Rains an arrow down from above, creating
a cloud of flammable poisonous gas where it lands. The cloud will detonate if hit by a Detonator skill or
if an Ignited enemy touches it, creating a fiery explosion.
Impact radius is 1.4 metres
Poison Cloud
(AoE 1.4m, 8s duration)
Explosion (AoE 1.4m)
Converts 100% of Phys. dmg to Fire
dmg
Impact radius is 1.4 metres
Summons bomb-throwing, Reviving Skeletal Arsonists that can detonate
other Minions on Command.
Minion Info
Command (Cost 106 Mana)
Can target Minions with 1253 Life or less
Cooldown Time: 3.00 s
Cast
Time: 0.60 sec
Critical Hit Chance: 8.00%
Detonates an allied Minion (AoE 2m)
Deals (7–267) to
(11–401) Fire dmg
add. Firedmg (15% of Minion's max Life)
Summons Reviving Skeletal Frost Mages that can be Commanded to cast
icy explosions.
Minion Info
Command (115 Mana,CD: 6sec, c.time 1.25s, 12% crit chance)
Explosion (ground target, AoE 2.6m): 10
to 16 Cold dmg
Deals 10 to 16 Cold dmg
100% more Magnitude
of Chill inflicted
Summons aggressive, Reviving Skeletal Reavers that can enrage on
Command.
Command (95 Mana, CD: 4sec)
Enrage all Skeletal Reavers, causing them to lose life over time and
gain Rage on hit. Skeletal Reavers do more Attack dmg and gain inc Attack speed based on their
Rage.
Gain 2 Rage on Hit
Lose 1% of Life per second
20% more Life loss each second
Summons Reviving Skeletal Storm Mages that can call down a
Light.storm on dead Skeletons on Command.
Minion Info
Command (177 Mana, CD: 5sec, c.time: 2sec, 10% crit chance)
Light.bolts strike all fallen Skeletons
in the area, creating Shocked Ground around them.
Deals 8 to 44 Light.dmg
Bolt explosion radius is
1.8 metres
Shocked Ground (AoE 1.8m, 6 sec)
Summons Reviving Skeletal Clerics that heal other minions and revive
fallen Skeletons.
Revive fallen skeleton CD: 5sec, c.time: 1.2sec
Heal minion (c.time: 1sec)
Life Regeneration
granted@13
Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed
enemies
Initial Strike
Cooldown Time: 4.00 s
Attack Speed: 120% of base
Attack dmg: 50% of base
A
Strike that causes a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will
also create a Shockwave, dealing a large amount of dmg in an area.
+2 to Melee Strike
Range
Shockwave
Deals 300% more dmg
+2 to Melee Strike Range
Consumes a Corpse or Power Charge to create a Zombie (pow.chrg.:
Empowered Zombie) for 20 sec
Limit 10 Raised Zombies
Empowered Zombies take 30% less dmg, deal 100%
more.cmg with hits, 25% more move.speed
Cast spikes of bone in a cone (6m length)
142 to 213
Phys.dmg
Corpses hit by the spikes raise Minions (12sec duration, Limit 20)
Afflicts a single enemy with a Debuff that deals Chaos dmg over
time.
Reanimating or detonating a corpse affected by Contagion spreads Contagion on hit.
spread
Contagion on hit.
Debuff a single enemy with Contagion (DoT, 59.1 chaos.dmg/s, 5sec Duration)
On
Death the Debuff spreads (AoE 1.7m, reset duration)
Modifiers to Spell dmg apply to Debuff's
DoT
Debuff deals 100% more dmg (up to 300%) for each time it has spread
Projectile applies Chaos.DoT debuff
Hit deals 155 to 288
Chaos.dmg
Debuff DoT (268.7 Chaos.dmg/s, 4sec duration, mod. to spell dmg apply)
Raises a ring of bone spikes (AoE 1.8m, 1.6sec duration) around you.
Spikes explode (AoE 1m) and 289 to 433 Phys.dmg when touched
Hits build pin as dealing 50% more
dmg
Shrapnel lodges in enemies hit, each causing the next Attack against
that enemy to deal additional dmg. Consumes your Power Charges to cause much larger explosions.
Channel
up to 20 exploding projectile
deach deal 163 to 245 Phys.dmg
Debuffed (10sec duration) enemies take
163 to 245 add.phys.dmg from next attack
Explosion (AoE 0.5m)
40% more AoE per Power.Chrg Consumed
AoE +0.7m if a Power.chrg was
Consumed
Deals 134 to 201 Phys.dmg
Sacrifice one Skeleton on a spike (Duration: 6sec) to buff other
minions.
The spike (Limit 1 Pain Offering Spike) is itself a Minion. If it dies, the effect
ends.
Minion Aura (AoE 6m, 30% inc. minion attack and cast speed, 44% more minion dmg)
Impales a Skeleton on a bone spike to shield your Minions while the
spike remains. The shield absorbs all dmg from the next Hit each Minion takes, then explodes.
The
bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions
disappear.
Buff
Limit 1 Bone Offering Spike
Spike duration is 5 seconds
Impales a Skeleton on a bone spike, granting you a powerful Spell
dmg Buff as long as the spike remains. Does not affect your Minions.
The bone spike is itself a
Minion. If it dies, the effect ends immediately.
Limit 1 Soul Offering Spike
Spike duration is 4
seconds
Buff grants you (20–39)% more Spell dmg
Causes a Corpse to violently explode, damaging surrounding
enemies.
Deals (6–169) to (9–254) Fire dmg
Deals Phys. dmg equal to 20%
of
Corpse's max Life
Explosion radius is 2.6 metres
Marks a Corpse to Deals 435.1 Chaos.AoE.dot (Spell dmg apply to
Debuff's DoT)
Ritual (Limit 5, AoE 1.8m, 2s duration)
Gain a power charge when ritual ends.
Raises a Totem (Limit 1, 8s duration)
Fires a Projectile at
every enemy per Chaos.dot (Debuff).
Projectile (1s c.time, 11% Crit.chance, up to 100 add.
projectiles)
34 to 64 Chaos dmg (AoE 0.8m)
Detonates a Curse on every enemy in an area, causing explosions of
Chaos dmg but removing the Curse.
Deals (12–319) to (22–592) Chaos dmg
Explosion radius is 1.6
metres
Detonates a Curse on enemies in a 2.8 metre radius
max 9 Explosions per cast
Launches a spray of sparking Projectiles that travel erratically
along the ground until they hit an enemy or expire.
Deals (1–12) to (8–229) Light.dmg
(0–19)% inc
Projectile Speed
Fires (6–13) Projectiles
Projectile duration is 2 seconds
A nova of ice expands from you, Knocking Back enemies based on how
close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate
from the Frostbolt instead of you, and cause more Cold">Freeze
buildup.
Base
Deals (4–113) to (6–170) Cold dmg
100% more Magnitude of Chill
inflicted
Knock Enemies Back on Hit
Nova radius is 3.2 metres
Cast on Frostbolt
100% more Magnitude of Chill inflicted
50% more Freeze
Buildup
Knock Enemies Back on Hit
Nova radius is 3.2 metres
Create a wall of Fire in front of the character, which Ignites
everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire dmg
and inflict the Ignite on hit.
Wall duration is (4.5–6.4) seconds
Projectiles which pass through the
wall deal (2–64) to (3–91) Added Fire dmg
Ignites as though dealing (13–364) to (20–545) Fire dmg
Creates a pulsing Orb of frost. Each pulse inflicts Cold Exposure on nearby enemies. When the Orb's duration ends, it explodes, dealing Cold dmg to surrounding enemies.
Deals (21–578) to (32–867) Cold
dmg
Pulse and explosion radius are (1.7–2.4) metres
Exposure duration is 5 seconds
Orb duration
is 3 seconds
Conjures a blazing Ember that hovers above you. After a short
duration, the Ember launches at an enemy, dealing Fire dmg in an area on impact and
prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers.
Multiple Embers Fired in the same Fusillade will attempt to target different
enemies.
Projectile
Deals (7–186) to (10–279) Fire dmg
Embers deal 5% more
dmg for each previous Ember Fired in sequence
Hover duration is 1.3 seconds
Can
accumulate up to (6–10) Embers
Command (Cost 106 Mana)
Can target Minions with 1253 Life or less
Cooldown Time: 3.00 s
Cast
Time: 0.60 sec
Critical Hit Chance: 8.00%
Detonates an allied Minion (AoE 2m)
Deals (7–267) to
(11–401) Fire dmg
add. Fire.dmg (15% of Minion's max Life)
Fires a slow-moving Piercing Projectile that leaves a wake of
Chilled Ground, deals Cold dmg and explodes on colliding with
terrain.
Projectile
Deals (5–135) to (7–203) Cold dmg
Projectiles Pierce all
Targets
100% inc Magnitude of Chill inflicted
Chilled Ground radius is 0.9 metres
Chilled Ground
duration is 4 seconds
Explosion
Explosion radius is 1.6 metres
Deals (2–68) to (4–101) Cold
dmg
Creates an Orb (Limit 1 Orb of Storm, AoE 2.8m, 10s
duration)
Fires a bolt every (2.55s) and when you use a light.skill near the Orb
bolts (up to 29)
deal 45 to 136 Light.dmg (Chains 5 Times)
Conjures a torrent of Fire from your hand, Igniting enemies in front
of you. The flames grow stronger the longer you Channel for, and at max strength also apply stacking Fire Exposure and creating Ignited Ground.
50% less Ignite duration
Cone length
is 4.6 metres
Deals 40% more dmg per stage
Inflicts stacking Fire Exposure at
max stages, reducing Fire Resistance by (4–7)% per stack, up to a max of 50%
8 max
stages
Ignites as though dealing (9–249) to (14–374) Fire dmg
Cast on Frozen enemies (consuming) or frostbolts (exploding
it)
Deals 744 to 1116 Cold dmg (AoE 0.7m)
Cannot Freeze
Deals 98 to 557 Light.dmg
Chains 5 Times
10% more dmg for each
remaining Chain
Creates a Orb (Limit 1 Solar Orb, 10s duration)
Pulse (AoE 2.5m,
every 1.4s)
Deals 96 to 145 Fire dmg
Enemies in Center are Ignited as though dealing 364 to 545 Fire
dmg
Creates a wall of Ice Crystals which holds back enemies. The
Crystals explode if sufficiently dmgd, or if pushed hard enough, damaging nearby enemies.
Deals (7–193)
to (11–289) Cold dmg
50% more Freeze Buildup
Explosion
radius is 2 metres
Ice Crystal duration is 8 seconds
Ice Crystals have (36–12714) max Life
Cast a Fireball that deals 193 to 290 Fire.dmg (AoE 1.7m)
On impact release 8 Firebolt in a nova
Firebolts deal 145 to 218 Fire.dmg
Creates a storm of arcane energies that Empowers your Mana-costing
Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you
cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Empowered
Spells Gain (40–78)% of dmg as Light.dmg
Buff causes Light.Spells that cost Mana to Chain an additional
time
Buff causes Light.Spells that cost Mana to also Chain to +(1–3) target when Chaining, but not
Chain further from them
Projectiles from Empowered Light.Spells Fork
30% of Mana Spent while in the
storm is
added to this Skill's Mana Cost per Second
Teleports you inside the target's body, causing it to violently
explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball
Light.Projectiles. The target is destroyed, and the explosion deals Light.dmg to surrounding enemies and
creates Shocked Ground.
Deals (1–38) to (27–723) Light.dmg
Explosion and Shocked Ground radius are 4
metres
Shocked Ground duration is 10 seconds
Calls down a mass of ice from the sky, dealing high dmg at the
targeted location. Targeting close to you will cause you to jump back as you cast.
Deals (37–1009) to
(56–1514) Cold dmg
+1 second to Total Cast Time
Rains flaming bolts over the targeted area. Ignites on enemies in
front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite
Consumed.
Firestorm
Deals (3–81) to (4–122) Fire dmg
Supported Skills cannot Ignite
Impact
radius is 1 metre
Storm radius is 5.6 metres
Storm duration is 6 seconds
One impact every 0.1
seconds
Limit 1 Firestorm
Improved Bolt
Supported Skills cannot Ignite
Deals (18–482) to (27–723) Fire dmg
Fires a slow-moving Projectile that repeatedly shoots bolts of
Light.at nearby enemies.
Deals (1–3) to (2–60) Light.dmg
Hits enemies in range every 0.2
seconds
750% more chance to Shock
Fires Beams at targets within 1.8 metres
Fires a single Eye Projectile which does not Hit enemies. The Eye
constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at
the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface's
effect, applying it to nearby enemies and causing shards to deal more dmg of the corresponding
Type.
Deals (1–25) to (1–38) Cold dmg
Fires 8 Shard Projectiles in a Spiral when
Projectile ends
Modifiers to number of Projectiles only apply
to the final Spiral
Inflicts
Critical Weakness on Hit
Gains 50% of dmg as the corresponding Type when
passing over a Ground
Surface
Calls down Light.to strike all enemies in a cone in front of you.
Deals significantly more dmg to Shocked enemies but Consumes Shock from them after damaging them.
Targeting close to you will cause you to jump back as you cast.
Deals (4–101) to (11–304)
Light.dmg
Supported Skills Cannot inflict Shock
+1 second to Total Cast Time
100% more dmg with
Hits per 5% Shock Effect on Enemy
Cone length is 10 metres
Channels to build destructive energy around you or a targeted Solar
Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you
Channelled for.
Deals (2–68) to (4–101) Fire dmg
30% more Cast Speed when
targeting a Solar Orb
200% more dmg per Stage
10 max Stages
Explosion radius is 0.4 metres per
Stage
Fires a charged arrow at the target. On hitting an enemy or wall,
the arrow will fire Chaining Light.beams at nearby enemies.
Projectile
Converts 40% of Phys. dmg to
Light.dmg
Cannot Chain
Beam targeting radius is 2.4 metres
Fires beams at up to 2 additional
enemies near the target
Beam
Converts 100% of Phys. dmg to Light.dmg
Chains 2 Times
Beam targeting radius is 2.4
metres
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
Converts 100% of Phys. dmg to
Cold dmg
+0.7 seconds to Total Attack Time
300% more Freeze
Buildup
Impact radius is 2.4 metres
Fire an arrow that drops from above, creating a Light.burst. The
arrow remains in the ground, and any Chaining Light.beams can Chain to it. When Chained to, the arrows
release another Light.burst.
Converts 100% of Phys. dmg to Light.dmg
Burst radius is 2 metres
max
Arrow duration is 12 seconds
Arrow disappears after being Chained to (8–14) times
Fires a virulent arrow that creates a burst of Poison on hit,
affecting all enemies in an area.
Arrow
Poison Burst
Poison inflicted by this Skill is affected by Modifiers to Skill Effect
Duration
Does not Hit, but Poisons enemies as though Hitting them
Poison duration is 3
seconds
Burst radius is (1.5–2.4) metres
Fire an arrow into the air that lands after a short delay, damaging
enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto
nearby enemies, Slowing their movement speed and dealing Chaos dmg over time. The plant can be Poisoned,
causing it to deal more dmg.
Impact
Impact radius is 0.8 metres
Vines
Vines Slow enemy movement speed by 40%
Plant duration is 6 seconds
Poisoning the plant
causes it to deal additional Chaos dmg per second equal to 50% of Poison dmg per second
Deals
(5.6–152.7) Base Chaos dmg per second
Channel to charge up your bow before releasing a powerful shot.
Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical
Hit.
Arrow
200% inc Critical dmg Bonus
Explosion
200% inc Critical dmg Bonus
Explosion radius is 1.5 metres
Fires an arrow that embeds where it lands for a short duration. At
the end of the duration, a Light.bolt strikes the arrow, disintegrating it and damaging enemies with a
high chance to Shock.
Arrow
Converts 20% of Phys. dmg to Light.dmg
Arrow duration is 1.5 seconds
Bolt
Attack dmg: (140–437)%
Converts 100% of Phys. dmg to Light.dmg
800% more chance to
Shock
Impact radius is 1 metre
Arrow duration is 1.5 seconds
Impact radius is (0–1) metre
Passively coalesces icy missiles from the air over time. Using the
skill fires a missile, firing an additional missile for each that has been accumulated.
Converts 80% of
Phys. dmg to Cold dmg
50% more Freeze Buildup
Impact radius
is 1.2 metres
Accumulates up to 12 additional missiles
Accumulates a missile every (0.8–1.05)
seconds
Leap forward into the air and fire downward. Hitting an enemy will
attach an Electrocuting Rod to them, causing all incoming Light.dmg to build up Electrocution. This rod is
removed when the enemy is next Electrocuted.
Converts 50% of Phys. dmg to Light.dmg
+1.2 seconds to
Total Attack Time
Cannot Chain
Arrow duration is 25 seconds
Leap into the air and fire a volley of arrows which cause toxic
pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned,
causing them to explode faster and more violently.
+0.7 seconds to Total Attack Time
Fires 8
Arrows
Stored Poison adds up to 1 metre to base explosion radius
Stored Poison grants up to 100%
more explosion dmg
Explosion radius is 0.8 metres
max pustule duration is 6 seconds
Ready a volley of arrows, Empowering your next Bow Attack to repeat
multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Buff Empowers your next
Bow Attack to repeat 2 times, plus an additional time per Frenzy Charge consumed
Repeats deal (15–25)%
less dmg
(1215–1500)% of repeated Skill's attack time is added to this skill's cooldown, to a max of 30
seconds
max Buff duration is 5 seconds
Fires a noxious arrow at the ground, creating a cloud of flammable
poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an
Ignited enemy touches it, creating a fiery explosion.
Arrow
Impact radius is 1.8 metres
Poison Cloud
Attack dmg: (110–343)%
Does not Hit, but Poisons enemies as though Hitting
them
Gains 50% more Area of Effect per second, up to a maximum of 200%
Cloud radius is 1.8
metres
Cloud duration is 4 seconds
Explosion
Attack dmg: (100–312)%
Converts 100% of Phys. dmg
to Fire dmg
Impact radius is 1.8 metres
Marks a target, making them more susceptible to being Shocked. When
the Marked target dies, a Light.nova erupts from their corpse. This nova does not use your Weapon dmg, and
instead uses its own base Attack dmg.
Mark
Limit 1 Marked target
Mark duration is 8
seconds
Hits against Marked enemy have
50% more chance to Shock
Shock has 30% inc effect on
Marked enemy
Nova
Cast Time: 1.00 sec
Attack dmg: (160–653)% of base
(1–18) to (14–335) base
Light.dmg
+8% to Critical Hit Chance
200% more chance to Shock
Nova radius is 2.6 metres
Marks a target. The next Critical Hit the target receives consumes
the Mark to deal extra dmg and grant you a Frenzy Charge.
Limit 1 Marked target
max Mark duration is
8 seconds
Next Critical Hit against Marked Enemy has +(20–77)% to Critical dmg Bonus
Channel to build up power before firing off a burning arrow. At max
charge, the arrow will detonate at the end of its flight, causing an explosion in an area around
it.
Arrow (AoE 1.8)
Gain 120% of dmg as extra Fire dmg per Stage
max 4
Stages
Fires an icy arrow that sprays a cone of ice shards when it hits a
target.
Arrow
Converts 70% of Phys. dmg to Cold dmg
50% more Magnitude of
Chill inflicted
Shards
Attack dmg: (75–234)%
Converts 100% of Phys. dmg to Cold dmg
Fires
(5–8) Projectiles
Fire arrows into the air, causing them to rain from above. Consumes
your Frenzy Charges to fire more arrows.
Fires (30–39) Arrows
Rain radius is 3.6 metres
Arrow
impact radius is 0.7 metres
max 1 arrow rain
One arrow lands every 0.08 seconds
Fires 100% more
Arrows if a Frenzy Charge was consumed
Fires 50% more Arrows per Frenzy Charge consumed
Fires a Lightning-infused arrow that homes in on Shocked enemies.
Hitting a Shocked enemy will Consume the Shock to charge the arrow, causing it to release a damaging
shockwave and split beams towards up to two nearby targets, prioritising ones which are Shocked. If the
beam hits a Shocked target, it will release another damaging shockwave and can continue to
Chain.
Projectile
Supported Skills Cannot inflict Shock
Converts 20% of Phys. dmg to
Light.dmg
Cannot Chain
Arrows always Pierce while flying towards a Shocked enemy
Beam
Attack dmg: (40–125)%
Supported Skills Cannot inflict Shock
Converts 100% of Phys. dmg
to Light.dmg
Chains up to 10 times
Shockwave
Attack dmg: (120–374)%
Supported Skills Cannot
inflict Shock
Converts 100% of Phys. dmg to Light.dmg
Shockwave radius is 2.5 metres
Fires a skyward shot that whips up a Tornado where it lands, dealing
Phys. dmg over time and Hindering enemies standing in it. Arrows and Crossbow bolts fired at the Tornado
are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles
cannot be copied again, even by further Tornados.
Impact
Impact radius is 1 metre
Tornado
Modifiers to Projectile dmg apply to this Skill's dmg Over Time effect
Impact radius is
1 metre
Tornado spits out 3 copies of Projectiles fired into it
Limit 1 Tornado
Copied
Projectiles have a maximum travel distance of 6 metres
Deals (4.3–117.4) Base Phys. dmg per
second
Maximum Tornado duration is (6–7.9) seconds
Copied Projectiles deal (41–60)% less dmg
Loads your Bow with a volley of enchanted arrows and fires them in a
circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the
arrows to deal more dmg and Chain to other targets. Each target can only be Hit once.
+0.4 seconds to
Total Attack Time
Fires 25 Arrows
Chains once per Frenzy Charge Consumed
20% more dmg per Frenzy
Charge Consumed
100% more dmg if a Frenzy Charge was Consumed
Aims skyward and fires energy missiles at lingering arrows or bolts
created by other Light.Attacks in front of you. The missiles explode if they land close to a lingering
bolt or arrow, dealing more dmg in a larger area but destroying that bolt or arrow in the
process.
Impact
Converts 80% of Phys. dmg to Light.dmg
Impact radius is 1 metre
Fires up to
(8–17) missiles
Explosion
Attack dmg: (80–250)%
Converts 80% of Phys. dmg to Light.dmg
Explosion radius is
2.4 metres
Infuses your Quarterstaff with electrical energies, then Slams the
ground to deal dmg in a large cone in front of you. Consumes your Power Charges to fire Light.Projectiles
forwards from the impact.
Melee
Converts 60% of Phys. dmg to Light.dmg
Cone length is 4 metres
Projectile
Projectiles Pierce all Targets
Converts 100% of Phys. dmg to Light.dmg
25% more
dmg per Power Charge Consumed
100% more dmg if a Power Charge was Consumed
Fires 3 Projectiles per
Power Charge Consumed
Leap backward and crack the ground with your staff to call forth an
Ice Crystal, which creates Chilled Ground around it and can be dmgd by you and enemies. If the Crystal is
destroyed it causes an icy explosion that deals Attack dmg but does not use your weapon's
dmg.
Crystal
max 1 Ice Crystal
Ice Crystal duration is 6 seconds
Ice Crystal has (43–1364) max
Life
Chilled Ground
Converts 100% of Phys. dmg to Cold dmg
Maximum 1 Ice
Crystal
Does not Hit, but Chills enemies as though Hitting them
Gains 40% more Area of Effect per
second, up to a maximum of 240%
Ice Crystal duration is 6 seconds
Chilled Ground radius is 1.2
metres
Explosion
Attack dmg: (200–817)% of base
(6–89) to (9–134) base Cold dmg
+13% to
Critical Hit Chance
50% more Freeze Buildup
Explosion radius is 2 metres
Sweep your Quarterstaff upwards, releasing an icy fissure which
deals dmg in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are
dealt heavy dmg but the Freeze is Consumed. Ice Crystals hit by the final spike
explode.
Wave
Converts 60% of Phys. dmg to Cold dmg
Cannot Freeze
Burst radius is 0.5 metres
Wave length is 4.8 metres
Causes 8 Bursts
Final Burst
Attack dmg: (120–374)%
Converts 60% of Phys. dmg to Cold
dmg
Cannot Freeze
Consumes Freeze on enemies to deal
350% more dmg
Cannot Knock Enemies Back
Burst radius is 0.7 metres
Dash to an enemy and Strike them with an unarmed Attack, Culling
enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies
around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if
you have a Quarterstaff equipped.
(5–141) to (9–212) Added Attack Phys. dmg
Culling Strike
Can't
be Evaded
+7% to Critical Hit Chance
Leaps forward and Slams the ground, sending out a Stunning shockwave
that is especially potent against Dazed enemies.
+1 second to Total Attack Time
30% more Stun
buildup
Consume Daze on Enemies to cause 300% more Stun Buildup
Impact radius is 2.4 metres
Build Combo by successfully Striking Enemies with other skills.
After reaching max Combo, use this skill to cause the Bell on your staff to grow to massive size as you
drop it on the ground. The Bell dmgs enemies on impact and can be Hit by your skills, creating a damaging
shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra dmg of the
corresponding type, and Hits which would have caused Knockback increase the area of effect of the
shockwaves.
Requires 4 Combo to use
Lose Combo if you generate no Combo for 8 seconds
Limit 1
Bell
Bell duration is 6 seconds
Bell is destroyed after (10–19) Hits
Impact
Attack dmg: (120–316)%
Impact radius is 1.8 metres
Shockwave
Attack dmg:
(80–211)%
30% more Area of Effect per 0.1 metres of
Knockback the triggering Hit would have
caused
Deals 30% more dmg per Elemental Ailment afflicting
the Bell
60% of Phys. dmg converted to
the corresponding dmg type of each Elemental Ailment afflicting the Bell
Shockwave radius is 2.4
metres
Dash to an enemy and Strike them with an Unarmed Attack. Heavy
Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to
also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily
Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff
equipped.
(6–141) to (9–212) Added Attack Phys. dmg
Can't be Evaded
+7% to Critical Hit
Chance
Buff duration is (6–9.8) seconds
Projectile (Quarterstaff)
Attack dmg: (48–127)% of base
Projectiles Pierce all
Targets"
Projectile (Unarmed)
Attack dmg: (48–127)% of base
Projectiles Pierce all
Targets
(6–141) to (9–212) Added Attack Phys. dmg
+7% to Critical Hit Chance"
Perform a series of aggressive Strikes. When used in quick
succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down
a powerful Shocking bolt.
Normal Strikes
Converts 60% of Phys. dmg to Light.dmg
+4 to Melee
Strike Range
Third Strike
35% less Attack Speed
Converts 60% of Phys. dmg to Light.dmg
+4 to Melee Strike
Range
Fourth Strike
Attack dmg: (150–468)%
45% less Attack Speed
Converts 100% of Phys. dmg to
Light.dmg
+6 to Melee Strike Range
100% more chance to Shock
Perform a fast icy Strike. Using this Attack three times in quick
succession causes a final strike that is slower and more powerful.
Normal Strikes
Converts 80% of
Phys. dmg to Cold dmg
Third Strike
Attack dmg: (145–452)%
50% less Attack Speed
Converts 80% of Phys. dmg to Cold
dmg
+7 to Melee Strike Range
Strike enemies at range by generating a gust of wind as you swing.
Enemies will be Knocked Back based on how close they are to you.
150% more Stun buildup
Knock
Enemies Back on Hit
Causes Daze buildup equal to (500–652)% of Phys. dmg dealt
Cone length is 6
metres
Dash to a target and Strike them with your Quarterstaff. If the
target is Shocked, consumes the Shock to release a Light.shockwave around the target and grant you a Power
Charge.
Dash
Supported Skills Cannot inflict Shock
+6 to Melee Strike Range
50% more Stun
buildup
Knock Enemies Back on Hit
Shockwave
Supported Skills Cannot inflict Shock
Converts 100% of Phys. dmg to Light.dmg
50%
more Stun buildup
Shockwave radius is 1.8 metres
Flips backwards and sends forth a Freezing wave in front of
you.
Converts 80% of Phys. dmg to Cold dmg
275% more Freeze
Buildup
Wave length is 6 metres
Sweep your Quarterstaff, projecting a bolt of Light.through the
ground in a long wave ahead of you.
Converts 80% of Phys. dmg to Light.dmg
Wave length is 8
metres
Wave width is 1 metre
Marks a target, making them more susceptible to being Frozen. When
the Marked target dies, a Cold nova erupts from their corpse. This nova does not use your Weapon dmg, and
instead uses its own base Attack dmg.
Mark
Limit 1 Marked target
Mark duration is 8
seconds
Hits against Marked enemy cause (25–35)% more Freeze buildup
Nova
Cast Time: 1.00 sec
Attack dmg: (130–531)% of base
(6–141) to (9–212) base Cold
dmg
+12% to Critical Hit Chance
100% more Freeze Buildup
Nova radius is 2.6
metres
Consume all Power Charges to infuse your Quarterstaff with
electricity, adding Light.dmg and a Light.shockwave to your Quarterstaff Attacks. Reusing this skill while
the Buff is active adds to the Buff's duration and dmg.
Buff
Buff grants 1 to (2–22) Added
Quarterstaff Attack Light.dmg per Power Charge Consumed, up to your max Power Charges
Buff duration is
6 seconds per Power Charge Consumed
Shockwave
Cast Time: 0.75 sec
Attack dmg: (40–105)% of base
Converts 80% of Phys. dmg to
Light.dmg
Wave length is 5 metres
Build Combo by successfully Striking Enemies with other skills.
After reaching max Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal
additional Chaos dmg. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a
duration.
Requires 10 Combo to use
Lose Combo if you generate no Combo for 8 seconds
Empowered
Attack gains (22–41)% of dmg as Chaos
Empowers the next Melee Attack you perform
Buff duration is up
to 8 seconds, or until your next Attack
Purple Flames of Chayula Duration is 6 seconds
Dash to an enemy and Strike them with an Unarmed Attack that
manifests a wave of Cold, coating nearby enemies in shards of ice. Dealing enough dmg
to these enemies will shatter the shards, causing an icy explosion that deals Attack dmg. This skill
always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Melee
(6–141) to
(9–212) Added Cold dmg
Can't be Evaded
+9% to Critical Hit Chance
Attaches
Shards to enemies within a 3.8 metre radius
Explosion
Attack dmg: (130–405)% of base
(6–89) to (9–134) Added Cold dmg
+11% to Critical
Hit Chance
100% more Freeze Buildup
Explosion radius is 1.6 metres
Advance while hitting enemies around you with a series of spinning
Strikes.
+1.4 seconds to Total Attack Tim
Teleport to a enemy and Strike them. Consumes Power Charges to
perform additional teleporting Strikes on nearby enemies.
Teleports and Strikes 2 additional times per
Power Charge, with 285% more Attack Speed
You cannot gain Power Charges while using this Skill
Flips backward and Channels to charge your Quarterstaff with
Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with
perfect timing performs a Lightning-infused dash that releases shockwaves from enemies you dash through
and leaves a trail of Shocked Ground in your wake.
Normal Dash
Converts 20% of Phys. dmg to
Light.dmg
+0.8 seconds to Total Attack Time
+10 to Melee Strike Range
Perfect Dash
Attack dmg: (230–717)%
Converts 70% of Phys. dmg to Light.dmg
+0.8 seconds to
Total Attack Time
+10 to Melee Strike Range
Shocked Ground width is 1.8
metres
Shockwave
Attack dmg: (110–343)%
Converts 100% of Phys. dmg to Light.dmg
+0.8 seconds
to Total Attack Time
+10 to Melee Strike Range
Maximum 8 shockwaves per use
Attacks enemies with a melee Strike. The Strike will cause a Heavy
Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave,
dealing a large amount of dmg in an area.
Initial Strike
+2 to Melee Strike Range
While Dual
Wielding, both weapons hit with 30% less dmg
Cannot cause Stun buildup
Shockwave
Attack dmg: (250–780)%
While Dual Wielding, both weapons hit with 30% less
dmg
Shockwave radius is 2 metres
Smashes the ground, dealing dmg in an area and leaving behind Jagged
Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot
create Jagged Ground on top of an existing patch, or if you already have the max number of active
patches.
Impact
100% inc Magnitude of Jagged Ground you create
While Dual Wielding, both weapons
hit with 30% less dmg
Impact radius is 1.8 metres
Jagged Ground radius is 2.2 metres
max (2–4)
Jagged Ground patches
Jagged Ground duration is 4 seconds
Aftershock
Attack dmg: (130–405)%
100% inc Magnitude of Jagged Ground you create
While Dual
Wielding, both weapons hit with 30% less dmg
Aftershock radius is 3.4 metres
While Dual Wielding, both weapons hit with 30% less dmg
First
Slam (327% a.dmg, +1.5 total a.time, AoE 1.4m, 50% more stun buildup)
Second Slam ( 653% a.dmg, +1.5
total a.time, AoE 1.8m, 50% more dmg vs heavy stun)
- Mana/s64.23
- 3(#1)
- 0.05
- 0.5s
- 218%
Channel to charge in the target direction. You will crash into
enemies on your path, stopping your charge and dealing dmg to enemies in an area, and extra dmg to the
enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable
hits.
Area of Effect
(4–88) to (6–132) Base Off Hand Phys. dmg
6 to 8 Added Phys. dmg per 15
Armour on Shield
Impact radius is 2.4 metres
Collision
Attack dmg: (210–655)%
Knocks Back Enemies
50% more Stun buildup
Impact radius
is 2.4 metres
6 to 8 Added Phys. dmg per 15 Armour on Shield
Raises a Totem that Slams the ground around it, repeatedly damaging
nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on
it.
Totem
Totem duration is 12 seconds
Limit 1 Totem
Totem base attack time is 3
seconds
Totem uses its own weapon, dealing
(6–141) to (9–212) base Phys. dmg
Slam
Attack dmg: (140–369)% of base
Shockwave radius is 3 metres
Jagged Ground
Eruption
Shockwave radius is 3 metres
Attack with a forceful blow, knocking enemies back and weakening
their Armour.
Hits Break (4–5123) Armour
+2 to Melee Strike Range
Knock Enemies Back on
Hit
40% more attack speed while Dual Wielding
Performs a warcry, Empowering subsequent Attacks. Consumes all
Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will
Combust on death.
(0–38)% inc Warcry Speed
Empowers the next Melee Attack you perform, plus an
additional Attack per Endurance Charge consumed
Empowered Attacks Gain 25% of dmg as Fire dmg per 5
Power of enemies in range, up to 100%
Warcry radius is 4 metres
Destabilises Enemies for 8 seconds
The enemy's Corpse violently explodes, dealing Fire dmg in an area around
it.
Deals (4–119) to (7–179) Fire dmg (7% Crit)
Deals 10% More Fire dmg per 1 Power of exploding Corpse
Explosion radius is 1.6 metres
Gouges molten rock from the ground and flings it at the target. The
Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind
it.
Projectile
Converts 60% of Phys. dmg to Fire dmg
While Dual Wielding, Fires twice as many Projectiles with 30% less attack speed
Explosion radius is 1.6
metres
Shrapnel
Attack dmg: (80–250)%
Converts 100% of Phys. dmg to Fire dmg
Fires 8 Projectiles
Repeatedly strike your Shield with your weapon causing damaging
shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using
Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Hits Break
(2–1537) Armour
(4–88) to (6–132) Base Off Hand Phys. dmg
6 to 8 Added Phys. dmg per 15 Armour on
Shield
Cannot be Empowered by Warcries
Shockwave radius is 2.3 metres
Charge up your weapon while channelling. Releasing the moment you
fully charge will release a wave of Fire.
While Dual Wielding, both weapons hit
with 30% less dmg
Normal Strikes
40% Phys. to Fire
Perfect Strike (1248% a.dmg)
80% Phys. to Fire
+14 to Melee Strike
Range
Always Ignites
Leap to a location dealing AoE.dmg.
While Dual Wielding, both
weapons hit with 30% less dmg
Slam (AoE 2.5m, +0.65s total a.time, +0.5 total a.time based on
distance)
39% more Stun buildup
Cannot Break Armour
Consumes Fully Broken Armour for 500% more
Stun buildup
Slam the ground, creating a fissure (a.dmg 187%) and create a spike
(AoE 1m, 6sec duration, max 6 spikes) at the end.
While Dual Wielding, both weapons hit with 30% less
attack speed
Warcry that hit the spikes cause them to explode.
Explosion(AoE: 2m, a.dmg: 483%)
Ram your Shield into the ground, throwing up a semi-circular wall of
earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes
when destroyed, damaging enemies around it.
Can have 2 Shield Walls active at a time
(4–88) to
(6–132) Base Off Hand Phys. dmg
6 to 8 Added Phys. dmg per 15 Armour on Shield
Explosion radius is 4
metres
Wall duration is 6 seconds
Wall Segments have (36–12714) max Life
Slam the ground, creating a winding fissure that deals dmg as it
travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which
spreads to all connected fissures.
Converts 60% of Phys. dmg to Fire dmg
While Dual Wielding, both
weapons hit with 30% less a.spd
Fissure duration is 12 seconds
Slams on the fissure will trigger
aftershocks
Slams the ground, creating a roiling fissure that dmgs enemies in a
sequence of areas in front of you.
A number of enemies hit by the wave will release a shockwave,
damaging other enemies.
While Dual Wielding, both weapons hit with 30% less dmg
Cannot Break
Armour
Consumes Fully Broken Armour on enemies to guarantee a Critical Hit
Wave (+1.4s total a.time,
+100% crit.dmg.bonus)
+0.2 metres to wave length for each wave in the Sequence
Wave length is 0.9
metres
Wave causes Shockwaves from up to 5 Enemies in each Area
Shockwave (AoE 1.2m, 265% a.dmg, 100% inc. crit.dmg.bonus)
While Dual Wielding, both weapons hit
with 30% less dmg
Channel to charge up a heavy swing, drawing earth from the ground to
enlarge your mace. Release to Slam the ground, dealing dmg in an area around the impact, followed by
Aftershocks dealing dmg in a larger area.
Impact
Impact radius is 1.6 metres
40% more dmg with
Hits for each stage
max 3 Stages
Channelling ends 1 second after reaching max Stages
Releases 1
Aftershock per Stage
Aftershock
Aftershock radius is 2.8 metres
Each successive aftershock gains +0.5 metres to
radius, up to 3 metres
40% more dmg with Hits for each stage
Release a warcry (AoE 4m)
157 to 236 Phys. dmg
38% inc Warcry
Speed
Knock Enemies Back on Hit (200% inc. kb.dist)
400% more Stun buildup
Hits ignore Enemy
Monster Phys. dmg Reduction
Empowers next Melee Slam Attack (+1 per consumed end.chrg), if the
warcry hits a heavy stunned enemy.
Empowered Slams create an addi. aftershock.
Footsteps (Impact, 80% a.dmg)
While Dual Wielding, both weapons
hit with 30% less dmg
Jagged Ground (AoE 1.2m, Duration: 6sec, 20% movement slow)
Slam (AoE 3.2m, 374% a.dmg, triggers jagged ground detonation)
Explosion (AoE 3.2m, triggers jagged
ground detonation)
Call a hammer to targeted location (AoE 2.4m, 2.5sec
delay),
Can't be Evaded
While Dual Wielding, both weapons hit with 30% less dmg