Bootstrap PoE Day

Basics

Base stats

Link
Attributes (Attr.)

Attributes are needed to use items and skills. They grant other Stats. The base gain can be manipulated by items. Mention Jewel

  • Strength (Str) +2 Life per 1 Str
  • Dexterity (Dex) +5 Acc. per 1 Dex
  • Intelligence (Int) +2 Mana per 1 Int
Resources

Some quick example text to build on the card title and make up the bulk of the card's content.

  • Life ( 16 base +12 per Lv. )
  • Mana ( 30 base +4 per Lv. )
  • Spirit ( 100 from Quests )
Base Defences (def)

Base Defences are found on gear items.attr association

  • Armour (AR) str
  • Evasion (EV) dex (27 base +3 per lv)
  • Energyshield (ES) int
Resistance (res)

Resistances work as a multiplier vs dmg.
The default max 75% can be raised to 90%.
After each Act -10% to ele.res (total -60%)

  • Fire +20% Quests
  • Cold+20% Quests
  • Lightning (light) +20% Quests
  • Chaos choice +10% from Quest
Block (Block%)

passive
By default only Hits from Strikes and Projectiles
Link to Active Block

  • Block Chance (Block%)
Damage (dmg) types

There are 5 dmg types, which are listed below and their default def. counterpart

  • Physical (Phys) vs Armour
  • Fire vs Res
  • Cold vs Res
  • Lightning (light) vs Res
  • Chaos vs Res (2x dmg vs ES)

Crafting

Basic Currency

Wiki:Currency
Attributes (Attr.)

Attributes are needed to use items and skills. They grant other Stats. The base gain can be manipulated by items. Mention Jewel

  • Strength (Str) +2 Life per 1 Str
  • Dexterity (Dex) +5 Acc. per 1 Dex
  • Intelligence (Int) +2 Mana per 1 Int
Resources

Some quick example text to build on the card title and make up the bulk of the card's content.

  • Life ( 16 base +12 per Lv. )
  • Mana ( 30 base +4 per Lv. )
  • Spirit ( 100 from Quests )
Base Defences (def)

Base Defences are found on gear items.attr association

  • Armour (AR) str
  • Evasion (EV) dex (27 base +3 per lv)
  • Energyshield (ES) int
Resistance (res)

Resistances work as a multiplier vs dmg.
The default max 75% can be raised to 90%.
After each Act -10% to ele.res (total -60%)

  • Fire +20% Quests
  • Cold+20% Quests
  • Lightning (light) +20% Quests
  • Chaos choice +10% from Quest
Block (Block%)

passive
By default only Hits from Strikes and Projectiles
Link to Active Block

  • Block Chance (Block%)
Damage (dmg) types

There are 5 dmg types, which are listed below and their default def. counterpart

  • Physical (Phys) vs Armour
  • Fire vs Res
  • Cold vs Res
  • Lightning (light) vs Res
  • Chaos vs Res (2x dmg vs ES)

Endgame

Ascendancy Unlocks Enter with Coins Honour infl. by relics Special Reward - Timelost Jewels - Grand Spectrum - Boss Uniques

Table with req. for gaining poins in atlas

Bossdrop:Xesht
IV
Controlled Metamorphosis
Diamond
Lv. 1
...
  • Limited to: 1
    Radius: Variable
  • Only affects Passives in (Very Small-Massive) Ring
    Passives in Radius can be Allocated without being connected to your tree
    (-20--5)% to all Elemental Resistances
    (-23--3)% to Chaos.res

Soul Cores are items that can be socketed into martial weapons and armour. Socketed soul cores add an enchantment to the item, granting rare or unusual stats. Once socketed, soul cores cannot be removed, though they can be replaced by another soul core or rune. Doing so will not return the original Soul Core. Soul Cores are exclusive to the Trial of Chaos and are mechanically identical to runes.

Name Martial Weapons Armour
Soul Core of Atmohua Convert 20% of Req. to Str
Soul Core of Cholotl Convert 20% of Req. to Dex
Soul Core of Zantipi Convert 20% of Req. to Int
Soul Core of Jiquani Recover 2% of Life on Kill 2% inc. max Life
Soul Core of Zalatl Recover 2% of Mana on Kill 2% inc. max Mana
Soul Core of Opiloti 15% chance to cause Bleeding on Hit 10% inc. Charm Charges gained
Soul Core of Puhuarte 30% inc. chance to Ignite +1% to max Fire.res
Soul Core of Tzamoto 20% inc. Freeze Buildup +1% to max Cold.res
Soul Core of Xopec 30% inc. chance to Shock +1% to max Light.res
Soul Core of Citaqualotl 30% inc. Ele.dmg with Attacks +5% to all Ele.res
Soul Core of Tacati 15% chance to Poison on Hit +7% to Chaos.res
Soul Core of Topotante Attacks with this Weapon have 15% Ele.pen 15% inc. Ele.ailment Threshold
Example Attacks with this Weapon have 15% Ele.pen 15% inc. Ele.ailment Threshold
Soul Core of Azcapa +15 to Spirit 10% inc. Rarity of Items found
Soul Core of Quipolatl 5% inc. Atk.spd 10% reduced Slowing Potency of Debuffs on You
Soul Core of Ticaba +12% to Crit.dmg Bonus Hits against you have 10% reduced Crit.dmg Bonus

Table with req. for gaining poins in atlas

Name Dropchance Value
The Adorned 2% Role (Very high)
Mahuxotl's Machination 15% Role (high)
Glimpse of Chaos 50% none
Zerphi's Genesis 28% none
Hateforge 5% none
Bossdrop:Xesht
IV
Controlled Metamorphosis
Diamond
Lv. 1
...
  • Limited to: 1
    Radius: Variable
  • Only affects Passives in (Very Small-Massive) Ring
    Passives in Radius can be Allocated without being connected to your tree
    (-20- -5)% to all Elemental ress
    (-23- -3)% to Chaos.res
Bossdrop:Xesht
II
Skin of the Loyal
Garment
Lv. 1
...
  • +(5-40) to all Elemental ress
    AR is increased by Overcapped Fire res
    ER is increased by Overcapped Cold res
    ES is increased by Overcapped Lightning res
    Elemental Ailment Threshold is increased by Overcapped Chaos res
Bossdrop:Xesht
Choir of the Storm
Jade Amulet
Lv. 52
...
  • Grants Skill: Level (18-20) Greater Lightning Bolt
    +(10-15) to Dexterity
  • +(20-30)% to Lightning res
    Critical Hits Ignore Enemy Monster Lightning res
    Trigger Greater Lightning Bolt Skill on Critical Hit
Bossdrop:Xesht
Hand of Wisdom and Action
Furtive Wraps
Lv. 52
...

Dex:46Int:46

EV:50ES:19

  • +(15-25) to Dex
    +(15-25) to Int
    3% inc. atk.spd per 25 Dex
    Adds 1 to 10 Light.dmg to atk per 10 Int
Bossdrop:Xesht
The Pandemonius
Lapis Amulet
Lv. 52
...
  • +(10-15) to Intelligence
  • +(20-30)% to Cold res
    dmg Penetrates 75% Cold res
    Blind Chilled enemies on Hit
Bossdrop:Xesht
Xoph's Blood
Amber Amulet
Lv. 52
...
  • +(10-15) to Strength
  • (10-15)% incrased max Life
    +(20-30)% to Fire res
    Enemies in your Presence have Fire Exposure
Bossdrop:Xesht
Beyond Reach
Visceral Quiver
Lv. 65
...
  • (20-30)% increased Critical Hit Chance for Attacks
  • (10-15)% reduced Attack Speed
    Chaos dmg from Hits also Contributes to Freeze Buildup
    Chaos dmg from Hits also Contributes to Electrocute Buildup
    Attacks Gain (10-20)% of Physical dmg as extra Chaos dmg
Bossdrop:Trialmaster
The Adorned
Diamond
Lv. 1
...
  • (0–100)% increased Effect of Jewel Socket Passive Skills containing Corrupted Magic JewelsCorrupted
Bossdrop:Trialmaster
Mahuxotl's Machination
Omen Crest Shield
Lv. 48
...

Str:37Int:37

AR:50ES:19

Blockchance:0.25

  • Grants Skill: Raise Shield(333-666)
  • % increased AR and ES
    (333-666)% increased effect of Socketed Soul Cores
    Has 2 Rune Sockets (Hidden)
Bossdrop:Trialmaster
Glimpse of Chaos
Tribal Mask
Lv. 52
...

Dex:34Int:34

EV:66ES:28

  • Can be modified while Corrupted
    +(50-150) to max Life
    +(50-150) to max Mana
    +(-30-30)% to Fire res
    +(-30-30)% to Cold res
    +(-30-30)% to Lightning res
    Chaos res is Zero
Bossdrop:Trialmaster
Zerphi's Genesis
Heavy Belt
Lv. 56
...
  • (20-30)% increased Stun Threshold
    Charm Slots: 1
  • +(10–30) to Strength
    Corrupted Blood cannot be inflicted on you
    50% of charges used by Charms granted to your Life Flasks
    (10–30)% increased Charm Charges used
Bossdrop:Trialmaster
Hateforge
Moulded Mitts
Lv. 60
...

Str:53

AR:68

  • (50-80)% increased AR
    Gain (1-3) random Charge on reaching max Rage
    Lose all Rage on reaching max Rage
    (-10-10) to max Rage
Bossdrop:King in the Mist
IV
From Nothing
Diamond
Lv. 1
...
  • Passives in Radius of can be Allocated without being connected to your treeCorrupted
Bossdrop:King in the Mist
The Burden of Shadows
Chiming Staff
Lv. 82
...

Int:178

  • (20-30)% increased Cast Speed
    Skill Mana Costs Converted to Life Costs
    Skills gain 1% of dmg as Chaos dmg per 3 Life Cost
Bossdrop:King in the Mist
Ingenuity
Utility Belt
Lv. 55
...
  • 20% of Flask Recovery applied Instantly
    Charm Slots: 1
  • +(40-80)% increased bonuses gained from Equipped Rings
Bossdrop:King in the Mist
Beetlebite
Velour Shoes
Lv. 52
...

Dex:50Int:50

EV:74ES:29

  • (20–30)% increased Movement Speed
    (60–120)% increased Evasion and ES
    Aggravate Bleeding on Enemies when they Enter your Presence
    100% increased Thorns dmg
Bossdrop:King in the Mist
II
Pragmatism
Explorer Armour
Lv. 33
...

Str:39Dex:39

AR:114EV:101

  • (200-300)% increased AR and Evasion
    +(10-20)% to all Elemental ress
    -17% to Chaos res
    Charms use no Charges
Simulacrum Wave 15
IV
Megalomaniac
Diamond
Lv. 1
...
  • Corrupted
  • Limited to: 1
    Allocates <2-3 random notable passive skills>
Simulacrum Wave 15
Assailum
Closed Helm
Lv. 45
...

Str:46Dex:46

AR:97EV:87

  • (50–100)% increased AR and Evasion
    +(200–400) to Accuracy Rating
    (30–50)% increased Critical Hit Chance
    Skills have a (100–150)% longer Perfect Timing window
Simulacrum Wave 15
Perfidy
Knight Armour
Lv. 45
...

Str:51Dex:51

AR:148EV:133

  • (100–150)% increased AR and Evasion
    (10–40)% chance to Avoid Physical dmg from Hits
    (10–40)% chance to Avoid Chaos dmg from Hits
    Enemies in your Presence are Intimidated
Simulacrum Wave 15
III
Strugglescream
Stellar Amulet
Lv. 52
...
  • Can have 2 additional Instilled Modifiers
  • +(5-7) to all AttributesCan have 2 additional Instilled Modifiers
Simulacrum Wave 15
Melting Maelstrom
Ultimate Mana Flask
Lv. 60
...
  • Recovers 310 Mana over 3.00 Seconds
    Consumes 10 of 75 Charges on use
  • Effect is not removed when Unreserved Mana is Filled
    (200–250)% increased Duration
    Every 3 seconds during Effect, deal 50% of Mana spent in those seconds as Chaos dmg to Enemies within 3 metres
    Recover all Mana when Used
    Deals 25% of current Mana as Chaos dmg to you when Effect ends
Simulacrum Wave 15
II
Collapsing Horizon
Wyrm Quarterstaff
Lv. 65
...

Dex:116Int:45

  • 100% increased Elemental dmg with Attacks
    +(5-10)% to Critical Hit Chance
    +(2-4) to Level of all Elemental Skills
    Trigger skills refund half of Energy spent
Bossdrop:Olroth
?
Heroic Tragedy
Timeless Jewel
Lv. 1
...
  • Limited to: 1 Historic
    Radius: Very Large
  • Remembering (100-8000) songworthy deeds by the line of (Vorana-Medved-Olroth)
    Passives in radius are Conquered by the Kalguur
    Historic
Bossdrop:Olroth
?
Keeper of the Arc
Spiritbone Crown
Lv. 45
...

Str:46Int:46

AR:97ES:35

  • (100-150)% increased AR and ES
    (15-25) Life Regeneration per second
    (15-25)% increased Mana Regeneration Rate
    Alternating every 5 seconds:
    Take 30% less dmg from Hits
    Take 30% less dmg over time
Bossdrop:Olroth
?
Olroth's Resolve
Ultimate Life Flask
Lv. 60
...
  • Recovers 920 Life over 3.00 Seconds
    Consumes 10 of 75 Charges on use
  • Instant Recovery
    (100–150)% increased Charges per use
    Excess Life Recovery added as Guard for 10 seconds
Bossdrop:Olroth
?
Olrovasara
Torment Club
Lv. 65
...

Str:148

  • Adds 1 to (60-80) Lightning dmg
    +(300-400) to Accuracy Rating
    (5-30)% increased Attack Speed
    On Hitting an enemy, gains max added Lightning dmg equal to the enemy's Power for 6 seconds, up to a total of 500
Bossdrop:Olroth
?
Svalinn
Crucible Tower Shield
Lv. 84
...

Str:83

AR:110

Blockchance:0.26

  • Grants Skill: Raise Shield
    Grants Skill: Cast on Block
  • (100-150)% increased AR
    -(10-20)% to max Block chance
    Block chance is Lucky
Unique:Relique:Drop
Sekhema's Resolve (Cold)
Ring
Lv. 40
...
  • (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Cold res is unaffected by Area Penalties
    You can only Socket Sapphire Jewels in this item
Unique:Relique:Drop
Sekhema's Resolve (Fire)
Ring
Lv. 40
...
  • (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Fire res is unaffected by Area Penalties
    You can only Socket Ruby Jewels in this item
Unique:Relique:Drop
Sekhema's Resolve (Lightning)
Ring
Lv. 40
...
  • (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Lightning res is unaffected by Area Penalties
    You can only Socket Emerald Jewels in this item
Unique:Relique:Drop
Against the Darkness
Time-Lost Diamond
Lv.
...
  • Limited to: 1
    Radius: Large
    <2 random jewel modifiers>
Unique:Relique:Drop
Blessed Bonds
Linen Wraps
Lv.
...

EV:18ES:9

  • +(60-100) to ER
    +(30-50) to max ES
    Gain (25-35) Mana per Enemy Killed
    Inflict Cold Exposure on Igniting an Enemy
    Inflict Fire Exposure on Shocking an Enemy
    Inflict Lightning Exposure on Critical Hit
Unique:Relique:Drop
Sandstorm Visage
Chain Tiara
Lv. 26
...

Int:49

ES:44

  • +(20-30) to Dexterity
    Enemies in your Presence are Blinded
    Enemies in your Presence gain Critical Weakness every second
    A fell wind brings death.
Unique:Relique:Drop
Temporalis
Silk Robe
Lv. 64
...

Int:47

ES:61

  • +(100-150) to max ES
    +(10-20)% to all Elemental ress
    (5-30)% of dmg taken is Recouped as Life
    (5-30)% of dmg taken is Recouped as Mana
    Skills have (-4- -2) seconds to Cooldown
    The final element the tale-women
    mastered was Time itself.
Bossdrop:Zarokh
The Burden of Leadership
Tapestry Relic
Lv.
...
  • Zarokh, the Eternal drops Sekhema's Resolve
    Rooms are unknown on the Trial Map
    This item is destroyed when applied to a Trial
Bossdrop:Zarokh
The Changing Seasons
Seal Relic
Lv.
...
  • Zarokh, the Eternal drops Sandstorm Visage
    Cannot restore Honour
    This item is destroyed when applied to a Trial
Bossdrop:Zarokh
The Desperate Alliance
Vase Relic
Lv.
...
  • Zarokh, the Eternal drops Against the Darkness
    Zarokh, the Eternal deals 100% more dmg
    Zarokh, the Eternal takes 75% less dmg
    This item is destroyed when applied to a Trial
Bossdrop:Zarokh
The Last Flame
Incense Relic
Lv.
...
  • Zarokh, the Eternal drops Temporalis
    max Honour is 1
    Cannot be used with Trials below level 80
    This item is destroyed when applied to a Trial
Bossdrop:Zarokh
The Peacemaker's Draught
Amphora Relic
Lv.
...
  • Zarokh, the Eternal drops an additional Barya
    You have no Defences
    This item is destroyed when applied to a Trial
Bossdrop:Zarokh
The Remembered Tales
Coffer Relic
Lv.
...
  • Zarokh, the Eternal drops Blessed Bonds
    Cannot have Boons
    This item is destroyed when applied to a Trial
Bossdrop:Arbiter
Morior Invictus
Grand Regalia
Lv. 65
...

Str:51Dex:51Int:51

AR:135EV:123ES:46

  • (200–300)% increased AR, Evasion and ES
    <2 random socket modifiers>
    Has 4 Rune Sockets (Hidden)
Bossdrop:Arbiter
Solus Ipse
Grand Visage
Lv. 65
...

Str:46Dex:46Int:46

AR:88EV:80ES:30

  • +(60-100) to max Mana
    25% increased Light Radius
    (100-150)% increased AR, Evasion and ES
    Equipment and Skill Gems have 25% increased Attribute Requirements
    You can use two copies of the same Support Gem in different Skills''+
Bossdrop:Arbiter
Sine Aequo
Grand Manchettes
Lv. 65
...

Str:43Dex:43Int:43

AR:44EV:40ES:15

  • (10–15)% increased Skill Speed
    (40–60)% increased AR, Evasion and ES
    Immobilise enemies at 50% buildup instead of 100%
    Enemies Immobilised by you take 25% less dmg
Bossdrop:Arbiter
Ab Aeterno
Grand Cuisses
Lv. 65
...

Str:58Int:149

AR:66EV:60ES:23

  • (15–30)% increased Movement Speed
    (60–80)% increased AR, Evasion and ES
    Dodge Roll avoids all Hits
    10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
Bossdrop:Arbiter
IV
Sacred Flame
Shrine Sceptre
Lv. 84
...

Spirit: 100

  • Grants Skill: Level 19 Purity of Fire
  • Gain (40-60)% of dmg as Extra Fire dmg
    Allies in your Presence Gain (20-30)% of dmg as Extra Fire dmg
    Allies in your Presence Regenerate (2-3)% of their max Life per second
    Enemies in your Presence Resist Elemental dmg based on their Lowest res
Bossdrop:Arbiter
IV
Prism of Belief
Diamond
Lv.
...
  • Limited to: 1
    Corrupted
  • +(1-3) to Level of all Skills

Breach-encouter in Waystones drop Breach Splinters. 300 form a Breachstone, which can be used to access the Breach Boss Encounter.

Tablet Modifiers // Link to General Prefix Tablet modifiers.

Catalysts are obtained from Breach content. Catalysts add special quality types to rings and amulets.

Breach rings

Name Modifies
Adaptive Catalyst Attr.
Carapace Catalyst Defence
Chayula's Catalyst Chaos
Esh's Catalyst Lightning
Flesh Catalyst Life
Neural Catalyst Mana
Reaver Catalyst Attack
Sibilant Catalyst Caster
Skittering Catalyst Speed
Tul's Catalyst Cold
Uul-Netol's Catalyst Phys
Xoph's Catalyst Fire

Table with req. for gaining poins in atlas

Name Value min.Diff.
Beyond Reach none 0
Xoph's Blood none 0
The Pandemonius none 0
Choir of the Storm low 0
Hand of Wisdom and Action HIGH 0
Skin of the Loyal NONE 2
Controlled Metamorphosis Low 4
  • Difficulty 0: (Area Level 80)
  • Difficulty 1: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 2: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 3: +2 to Area Level of Twisted Domain (Area Level 82)
  • Difficulty 4: +2 to Area Level of Twisted Domain (Area Level 82)
Controlled Metamorphosis
...

Diamond

Limited to: 1

  • Only affects Passives in (Very Small-Massive) Ring
    Passives in Radius can be Allocated without being connected to your tree
    (-20--5)% to all Ele.res
    (-23--3)% to Chaos.res
Skin of the Loyal
...

Garment

Icons

  • +(5-40) to all Ele.res
    AR inc by Overcapped Fire.res
    ER inc by Overcapped Cold.res
    ES inc by Overcapped Light.res
    Ele.threshold inc by Overcapped Chaos.res
Hand of Wisdom and Action
...

Furtive Wraps

Lv.52 4646

EV:50 ES:19

Icons

  • +(15-25) to Dex
    +(15-25) to Int
    3% inc atk.spd per 25 Dex
    Adds 1 to 10 Light.dmg to atk per 10 Int
Choir of the Storm
...

Jade Amulet

Lv.52

Icons

  • Grants Skill: Lv. (18-20) Greater Light.bolt
    +(10-15) to Dex
  • +(20-30)% to Light.res
    Crit.hits Ignore Enemy Light.res
    Trigger Greater Light.bolt Skill on Crit.hit
The Pandemonius
...

Lapis Amulet

Lv.52

Icons

  • +(10-15) to Int
  • +(20-30)% to Cold.res
    Dmg.pen 75% Cold.res
    Blind Chilled enemies on Hit
Xoph's Blood
...

Amber Amulet

Lv.52

Icons

  • +(10-15) to Str
  • (10-15)% inc max Life
    +(20-30)% to Fire.res
    Fire Exposure "Aura"
Beyond Reach
...

Visceral Quiver

Lv.65

Icons

  • (20-30)% inc Crit.chance for Atk
  • (10-15)% red Atk.spd
    Chaos.dmg from Hits grants Freeze Buildup
    Chaos.dmg from Hits grants Electrocute Buildup
    Atks Gain (10-20)% of Phys.dmg as extra Chaos.dmg

Delirium Encounters drop Simulacrum Splinters. 300 Splinters form one Simulacrum, which opens the Boss Encouter in the Realmgate.

Delirium Encounters (Icon) kills during the effect grant progress to drop Distilled Emotions. These can also be found in the Simulacrum. Combination of three Distilled Emotions can be used to craft Noteable Passives from the Skilltree onto Amulets. (Three such Enchants fit on the Simulacrum Uniq: Strugglescream)

Currency x% Delirious Effect on Maps
Distilled Ire 7 20% increased Magic Monsters
Distilled Guilt 9 8% increased Pack Size
Distilled Greed 10 8% increased Rarity of Items found in this Area
Distilled Paranoia 12 15% increased number of Rare Monsters
Distilled Envy 15 30% increased Waystones found in Area
Distilled Disgust 18 30% increased Precursor Tablets found in Area
Distilled Despair 20 30% increased Stack size of Simulacrum Splinters found in Area
Distilled Fear 22 Rare Monsters have a 25% chance to have an additional Modifier
Distilled Suffering 25 Unique Monsters have 1 additional Modifier
Distilled Isolation 50

Tablet Modifiers // Link to General Prefix Tablet modifiers.

Simulacrum encounter.

Table with req. for gaining poins in atlas

Item Value Diff
Assailum None 0
Perfidy None 0
Melting Maelstrom HIGH 0
Collapsing Horizon Low 2
Strugglescream None 3
Megalomaniac (2 mod) Roles (High) 4
Megalomaniac (3 mod) Roles (High) 4
  • Difficulty 0: (Area Level 80)
  • Difficulty 1: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 2: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 3: +2 to Area Level of Twisted Domain (Area Level 82)
  • Difficulty 4: +2 to Area Level of Twisted Domain (Area Level 82)

Map Encounter

Ritual Types

Omens are currency items that can be earned Ritual encounters.

Crafting Omens
Omen of Sinistral Exaltation 1 next Exalted Orb will add only prefix modifiers
Omen of Dextral Exaltation 1 next Exalted Orb will add only suffix modifiers
Omen of Greater Exaltation 1 next Exalted Orb will add two random modifiers
Omen of Sinistral Alchemy 1 next Orb of Alchemy will result in the maximum number of prefix modifiers
Omen of Dextral Alchemy 1 next Orb of Alchemy will result in the maximum number of suffix modifiers
Omen of Sinistral Coronation 1 next Regal Orb will add only prefix modifiers
Omen of Dextral Coronation 1 next Regal Orb will add only suffix modifiers
Omen of Corruption 1 next Vaal Orb will be more unpredictable
Omen of Whittling 75 next Chaos Orb will remove the lowest level modifier
Omen of Greater Annulment 75 next Orb of Annulment will remove two modifiers
Omen of Sinistral Erasure 80 next Chaos Orb will remove only prefix modifiers
Omen of Dextral Erasure 80 next Chaos Orb will remove only suffix modifiers
Omen of Sinistral Annulment 80 next Orb of Annulment will remove only prefix modifiers
Omen of Dextral Annulment 80 next Orb of Annulment will remove only suffix modifiers
Non Crafting Omens. Only one can be used per zone instance.
Omen of Amelioration 1 prevent 75% of Experience loss when you die
Omen of Refreshment 1 fully recover your flask and charm charges when you reach Low Life
Omen of Resurgence 1 fully recover your Life, Mana and Energy Shield when you reach Low Life

Tablet

Items
Item Value Diff
Beetlebite none 0
Ingenuity HIGH 0
The Burden of Shadows low 0
Pragmatism low 2
From Nothing High* 4

King in the Mist

Access with https://www.poe2wiki.net/wiki/An_Audience_with_the_King

  • Difficulty 0: (Area Level 80)
  • Difficulty 1: +1 to Area Level of Crux of Nothingness (Area Level 81)
  • Difficulty 2: +1 to Area Level of Crux of Nothingness (Area Level 81)
  • Difficulty 3: +2 to Area Level of Crux of Nothingness (Area Level 82)
  • Difficulty 4: +2 to Area Level of Crux of Nothingness (Area Level 82)

Table with req. for gaining poins in atlas

Expedition (Olroth)

Wiki:Expedition Wiki:Boss:Olroth
Items
Item Base Value Diff
Heroic Tragedy Timeless Jewel VERY HIGH 4
Keeper of the Arc Spiritbone Crown None 0
Olroth's Resolve Ultimate Life Flask VERY HIGH 0
Olrovasara Torment Club None 0
Svalinn Crucible Tower Shield Roles (Corrupt) 0

Tablet Modifiers // Link to General Prefix Tablet modifiers.

Simulacrum encounter.

Table with req. for gaining poins in atlas

    Difficulty Scaling / Level

The Arbiter of Ash

Wiki:The Arbiter of Ash

Access via Burning Monolith and Citadel Keys

Bossdrop:Arbiter
Morior Invictus
Grand Regalia
Lv. 65
...

Str:51Dex:51Int:51

AR:135EV:123ES:46

  • (200–300)% increased Armour, Evasion and Energy Shield
    <2 random socket modifiers>
    Has 4 Rune Sockets (Hidden)
Bossdrop:Arbiter
Solus Ipse
Grand Visage
Lv. 65
...

Str:46Dex:46Int:46

AR:88EV:80ES:30

  • +(60-100) to Maximum Mana
    25% increased Light Radius
    (100-150)% increased Armour, Evasion and Energy Shield
    Equipment and Skill Gems have 25% increased Attribute Requirements
    You can use two copies of the same Support Gem in different Skills''+
Bossdrop:Arbiter
Sine Aequo
Grand Manchettes
Lv. 65
...

Str:43Dex:43Int:43

AR:44EV:40ES:15

  • (10–15)% increased Skill Speed
    (40–60)% increased Armour, Evasion and Energy Shield
    Immobilise enemies at 50% buildup instead of 100%
    Enemies Immobilised by you take 25% less Damage
Bossdrop:Arbiter
Ab Aeterno
Grand Cuisses
Lv. 65
...

Str:58Int:149

AR:66EV:60ES:23

  • (15–30)% increased Movement Speed
    (60–80)% increased Armour, Evasion and Energy Shield
    Dodge Roll avoids all Hits
    10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
Bossdrop:Arbiter
IV
Sacred Flame
Shrine Sceptre
Lv. 84
...

Spirit: 100

  • Grants Skill: Level 19 Purity of Fire
  • Gain (40-60)% of Damage as Extra Fire Damage
    Allies in your Presence Gain (20-30)% of Damage as Extra Fire Damage
    Allies in your Presence Regenerate (2-3)% of their Maximum Life per second
    Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance
Bossdrop:Arbiter
IV
Prism of Belief
Diamond
Lv.
...
  • Limited to: 1
    Corrupted
  • +(1-3) to Level of all Skills
Morior Invictus HIGH* 0
Solus Ipse LOW 0
Sine Aequo NONE 0
Ab Aeterno NONE 0
Sacred Flame MED 4
Prism of Belief HIGH* 4

Tablet Modifiers // Link to General Prefix Tablet modifiers.

Simulacrum encounter.

Table with req. for gaining poins in atlas

  • Difficulty 0: (Area Level 80)
  • Difficulty 1: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 2: +1 to Area Level of Twisted Domain (Area Level 81)
  • Difficulty 3: +2 to Area Level of Twisted Domain (Area Level 82)
  • Difficulty 4: +2 to Area Level of Twisted Domain (Area Level 82)

Skill Gems

Crossbow Skills

Link
Permafrost BoltsTier: 1 | Str+DexAoE, Ammunition, Projectile, Cold
q20: adds 2 fragments
  • 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)
Fragmentation RoundsTier: 1 | Str+DexAmmunition, Projectile, Payoff
q20: 20% more Phys.dmg
  • 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
Incendiary ShotTier: 3 | Str+DexAoE, Ammunition, Projectile, Fire
q20: 20% inc. Ignite.magnitude
  • 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)
Galvanic ShardsTier: 5 | Str+DexAmmunition, Projectile, Lightning, Chaining
q20: adds 2 bolts
  • 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
Armour Piercing RoundsTier: 1 | Str+DexAmmunition, Projectile, Physical
q20: 30% inc. armour break
  • Mana72
  • #bolts21
  • less rel.mod.0
  • a.spd4.25
  • a.dmg62%
Hits Break 845 Armour
Knocks Back Enemies
Ice ShardsTier: 5 | Str+DexAoE, Ammunition, Projectile, Sustained, Cold
q20: shards deal 200% more dmg after 1s
  • 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
Rapid ShotTier: 5 | Str+DexAmmunition, Projectile, Fire
q20: max.heat +2
  • 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
Shockburst RoundsTier: 11 | Str+DexAoE, Ammunition, Projectile, Lightning, Payoff
q20: adds 7 bolts
  • 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
High Velocity RoundsTier: 3 | Str+DexAmmunition, Projectile, Physical, Payoff
q20: 20% more proj.dmg after piercing
  • 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
Glacial BoltTier: 7 | Str+DexAoE, Ammunition, Projectile, Cold, Duration
q20: adds 2 bolts
  • 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
Explosive ShotTier: 7 | Str+DexAoE, Ammunition, Projectile, Fire, Detonator
q20: 30% inc. Ignite.magnitude
  • 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
Plasma BlastTier: 13 | Str+DexAoE, Ammunition, Projectile, Lightning, Channelling
q20: 30% more Shock duration
  • 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

Stormblast BoltsTier: 9 | Str+DexAoE, Ammunition, Projectile, Lightning, Duration
q20: 20% Lightning Penetration
  • 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
Hailstorm RoundsTier: 11 | Str+DexAoE, Ammunition, Projectile, Sustained, Cold
q20: adds 5 bolts
  • 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
Siege CascadeTier: 13 | Str+DexAoE, Ammunition, Projectile, Sustained, Fire, Payoff
q20: 40% more dmg vs immobilised enemies
  • 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
Emergency ReloadTier: 11 | Str+DexDuration, Empower
q20: 10% inc. CDRR
  • Mana100
  • CD(#CDs)45(#1)
Instantly reloads your active Crossbow skill
Max. Buff duration is 6sec
Buff Empowers loaded bolts with 31% more dmg
Explosive GrenadeTier: 1 | Str+DexAoE, Projectile, Grenade, Fire, Duration, Detonator
q20: 20% inc. CDRR
  • Mana89
  • CD(#CDs)3(#3)
  • AoE2.4
  • Fuse(sec)2.5
  • a.dmg421%
80% Phys to Fire
Flash GrenadeTier: 3 | Str+DexAoE, Projectile, Grenade, Duration
q20: 20% inc. CDRR
  • Mana70
  • CD(#CDs)4(#1)
  • AoE3.3
  • Fuse(sec)0.85
  • a.dmg312%
400% more Stun buildup
Blinds Enemies and Allies
Gas GrenadeTier: 5 | Str+DexAoE, Projectile, Grenade, Fire, Chaos, Duration
q20: 10% more AoE/s (60% max)
  • 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
Voltaic GrenadeTier: 7 | Str+DexAoE, Projectile, Grenade, Lightning, Duration
q20: 10% inc. CDRR
  • 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

Oil GrenadeTier: 9 | Str+DexAoE, Projectile, Grenade, Fire, Duration
q20: 10% inc. CDRR
  • 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.
Cluster GrenadeTier: 13 | Str+DexAoE, Projectile, Grenade, Fire, Duration
q20: Fuse duration -0.4s
  • 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
EnfeebleTier: 3 | Str+DexAoE, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • 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
VulnerabilityTier: 7 | Str+DexAoE, Physical, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • 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
DespairTier: 9 | Str+DexAoE, Chaos, Duration, Curse
q20: Curse radius is (0–0.2) metres
  • Mana251
  • AoE2.1
  • Duration7.4
  • c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Chaos.Res.
HypothermiaTier: 7 | Str+DexAoE, Cold, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • Mana251
  • AoE2.1
  • Duration7.4
  • c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Cold.Res.
ConductivityTier: 7 | Str+DexAoE, Lightning, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • Mana251
  • AoE2.1
  • Duration7.4
  • c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Light.Res.
FlammabilityTier: 7 | Str+DexAoE, Fire, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • Mana251
  • AoE2.1
  • Duration7.4
  • c.spd0.7
Curses all enemies in AoE after 1 sec delay with -36% Fire.Res.
Temporal ChainsTier: 13 | Str+DexAoE, Duration, Curse
q20: (0–10)% inc Effect of Curse
  • 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%)
Skeletal WarriorTier: 1 | Str+DexPersistent, Physical
q20: Minions have +(0–15)% Chance to Block
  • Spirit20
Summons Reviving Skeletal Warriors.
Minion Info
Skeletal SniperTier: 1 | Str+DexPersistent, Physical, Fire, Chaos
q20: (0–10)% reduced Reservation
  • Spirit30
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
Skeletal ArsonistTier: 3 | Str+DexPersistent, Fire, Detonator
q20: Deals additional Fire dmg equal to (0–4)% of Minion's maximum Life
  • Spirit39
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)
Skeletal Frost MageTier: 5 | Str+DexPersistent, Cold
q20: (0–10)% reduced Reservation
  • Spirit39
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
Skeletal ReaverTier: 9 | Str+DexPersistent, Physical
q20: Minions have (0–20)% inc effect of Rage
  • Spirit30
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
Skeletal Storm MageTier: 11 | Str+DexPersistent, Lightning
q20: Minions gain (0–20)% of their Maximum Life as Extra Maximum Energy Shield
  • Spirit39
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)
Skeletal ClericTier: 13 | Str+DexPersistent
q20: Minions have (0–30)% more Maximum Life
  • Spirit20
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
Skeletal BruteTier: 13 | Str+DexPersistent, Physical
q20: Minions have (0–20)% more Maximum Life
  • Spirit48
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
Raise ZombieTier: 5 | Str+DexPhysical, Duration
q20: (0–20)% more Minion Movement Speed
  • Mana116
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
UnearthTier: 1 | Str+DexMinion, AoE, Physical, Duration
q20: +4sec Minionduration
  • Mana87
  • 0.95
  • 0.15
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)
ContagionTier: 1 | Str+DexAoE, Chaos, Duration
q20: Debuff deals % more dmg for eachtime it has spread, up to (100)%
  • Mana95
  • 1
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
Essence DrainTier: 3 | Str+DexProjectile, Chaos, Duration
q20: Debuff duration +1s
  • Mana65
  • 0.8
  • 0.07
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)
Bone CageTier: 3 | Str+DexAoE, Physical, Duration, Nova
q20: 50% more pin buildup
  • Mana92
  • 1
  • 0.15
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
BonestormTier: 5 | Str+DexAoE, Projectile, Sustained, Physical, Duration, Channelling
q20: 10% more C.speed
  • Mana/s69.07
  • 0.75
  • 0.15
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
Pain OfferingTier: 5 | Str+DexBuff, AoE, Duration
q20: Minion Aura AoE +2.4m
  • Mana155
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)
Bone OfferingTier: 11 | Str+DexBuff, AoE, Physical, Duration
q20: 40% more Phys. dmg
  • Mana155
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
Soul OfferingTier: 13 | Str+DexBuff, Duration
q20: Spike duration +1 second
  • Mana199
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
Detonate DeadTier: 7 | Str+DexAoE, Physical, Fire, Detonator
q20: Explosion radius +0.4m
  • Mana113
  • 0.8
  • 0.08
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
Profane RitualTier: 7 | Str+DexAoE, Chaos, Duration
q20: Corpses consumed have 20% chance to not be destroyed
  • Mana74
  • 1
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.
Dark EffigyTier: 9 | Str+DexTotem, AoE, Projectile, Chaos, Duration
q20: 50% chance to inflict Withered for 2 seconds on Hit
  • Mana152
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)


HexblastTier: 11 | Str+DexAoE, Chaos, Payoff
q20: (0–20)% more Chaos dmg
  • Mana145
  • 1
  • 0.07
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
SparkTier: 1 | Str+DexProjectile, Lightning, Duration
q20: +4 Projectiles
  • Mana64
  • 0.7
  • 0.09
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
Ice NovaTier: 1 | Str+DexAoE, Cold, Nova
q20: 20% more dmg with Hits vs chilled Enemies
  • Mana84
  • 1
  • 0.12
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
Flame WallTier: 1 | Str+DexAoE, Fire, Duration
q20: 20% more ignite.magnitude
  • Mana127
  • 1
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
Frost BombTier: 1 | Str+DexAoE, Cold, Duration, Orb, Exposure
q20: 20% inc Cold Exposure
  • Mana113
  • 0.8
  • 0.13
  • 3.5(#1)
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
Ember FusilladeTier: 3 | Str+DexAoE, Projectile, Fire, Duration
q20: Embers deal 2% more dmg for each Ember fired in sequence
  • Mana42
  • 0.4
  • 0.07
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)
FrostboltTier: 3 | Str+DexAoE, Projectile, Cold, Duration
q20: 20% more Projectile dmg after Piercing
  • Mana67
  • 0.8
  • 0.12
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
Orb of StormsTier: 3 | Str+DexAoE, Sustained, Lightning, Duration, Chaining, Orb
q20: Chains +3 Times
  • Mana147
  • 0.8
  • 0.1
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)
IncinerateTier: 5 | Str+DexAoE, Sustained, Fire, Duration, Channelling
q20: 20% more ignite.magnitude
  • Mana/s53.15
  • 0.25
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
Cold SnapTier: 5 | Str+DexAoE, Cold, Payoff
q20: 20% more c.speed
  • Mana79
  • 0.5
  • 0.13
Cast on Frozen enemies (consuming) or frostbolts (exploding it)
Deals 744 to 1116 Cold dmg (AoE 0.7m)
Cannot Freeze
ArcTier: 5 | Str+DexLightning, Chaining
q20: 5% more dmg for each remaining Chain
  • Mana93
  • 1.1
  • 0.09
Deals 98 to 557 Light.dmg
Chains 5 Times
10% more dmg for each remaining Chain
Solar OrbTier: 5 | Str+DexAoE, Sustained, Fire, Duration, Orb
q20: Pulses frequence -0.3s
  • Mana141
  • 0.8
  • 0.07
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
Frost WallTier: 9 | Str+DexAoE, Cold, Duration
q20: (0–20)% inc Cooldown Recovery Rate
  • Mana90
  • 0.8
  • 0.11
  • 3(#3)
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
FireballTier: 9 | Str+DexAoE, Projectile, Fire
q20: +(0–10)% chance to fire 2 additional Projectiles
  • Mana118
  • 1.2
  • 0.07
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
Mana TempestTier: 9 | Str+DexBuff, Lightning
q20: Effects of Mana Tempest linger for (0–1) second after leaving the Tempest
  • Mana/s0.01
  • 0.6
  • 1(#1)
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
Lightning WarpTier: 9 | Str+DexAoE, Lightning, Duration
q20: (0–10)% inc Magnitude of Shock inflicted
  • Mana95
  • 0.5
  • 0.11
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
CometTier: 11 | Str+DexAoE, Cold
q20: +(0–2)% to Critical Hit Chance
  • Mana198
  • 1
  • 0.13
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
FirestormTier: 11 | Str+DexAoE, Sustained, Fire, Duration, Payoff
q20: Impact radius is (0–0.2) metres
  • Mana168
  • 1.4
  • 0.07
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
Ball LightningTier: 11 | Str+DexAoE, Projectile, Sustained, Lightning
q20: Fires Beams at targets within (0–0.4) metres
  • Mana109
  • 1
  • 0.09
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
Eye of WinterTier: 13 | Str+DexProjectile, Cold
q20: (0–30)% inc Projectile Speed
  • Mana128
  • 1.1
  • 0.12
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
Lightning ConduitTier: 13 | Str+DexAoE, Lightning, Payoff
q20: (0–20)% chance on Consuming a Shock on an Enemy to reapply it
  • Mana184
  • 1
  • 0.1
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
FlameblastTier: 13 | Str+DexAoE, Fire, Channelling, Nova
q20: (0–10)% more Cast Speed
  • Mana/s65.57
  • 0.25
  • 0.08
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
Lightning ArrowTier: 1 | Str+DexAoE, Projectile, Lightning, Chaining
q20: Fires beams at up to (0–1) additional enemy near the target
  • Mana54
  • 0.9
  • 265%
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
Escape ShotTier: 1 | Str+DexAoE, Projectile, Cold
q20: (0–80)% more Freeze Buildup
  • Mana98
  • 204%
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
Lightning RodTier: 1 | Str+DexAoE, Projectile, Sustained, Lightning, Duration
q20: Burst radius is (0–0.4) metres
  • Mana40
  • 1.2
  • 62%
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
Poisonburst ArrowTier: 1 | Str+DexAoE, Projectile, Chaos, Duration
q20: (0–20)% inc Magnitude of Poison inflicted
  • Mana51
  • 296%
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
Vine ArrowTier: 3 | Str+DexAoE, Projectile, Chaos, Duration
q20: Poisoning the plant causes it to deal additional Chaos dmg per second equal to +(100–110)% of Poison dmg per second
  • Mana63
  • 218%
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
SnipeTier: 3 | Str+DexAoE, Projectile, Channelling
q20: (0–50)% inc Critical dmg Bonus
  • Mana/s52.13
  • 1.4
  • 343%
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
Stormcaller ArrowTier: 3 | Str+DexAoE, Projectile, Lightning, Duration
q20: (0–30)% inc Shock Duration
  • Mana66
  • 0.8
  • 109%
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
Freezing SalvoTier: 5 | Str+DexAoE, Projectile, Cold
q20: Accumulates a missile every (-0.2–0) seconds
  • Mana139
  • 145%
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
Electrocuting ArrowTier: 5 | Str+DexProjectile, Lightning, Duration
q20: Arrow duration is (0–6) seconds
  • Mana106
  • 408%
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
Toxic GrowthTier: 5 | Str+DexAoE, Projectile, Chaos, Duration
q20: Fires (0–3) Projectiles
  • Mana129
  • 165%
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
BarrageTier: 5 | Str+DexBuff, Duration
q20: Repeats deal (0–15)% more dmg
  • Mana52
  • 0.7
  • 2(#1)
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
Gas ArrowTier: 7 | Str+DexAoE, Projectile, Fire, Chaos, Duration
q20: Impact radius is (0–0.4) metres
  • Mana82
  • 250%
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
Voltaic MarkTier: 7 | Str+DexAttack, AoE, Mark, Lightning, Duration, Nova
q20: Shock has (0–15)% inc effect on Marked enemy
  • Mana102
  • 0.5
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
Sniper's MarkTier: 7 | Str+DexMark, Duration
q20: Next Critical Hit against Marked Enemy has +(0–15)% to Critical dmg Bonus
  • Mana102
  • 0.5
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
Detonating ArrowTier: 9 | Str+DexAoE, Projectile, Fire, Channelling, Detonator
q20: to number of Maximum Stages
  • Mana/s60.77
  • 0.45
  • 94%
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
Ice ShotTier: 9 | Str+DexProjectile, Cold
q20: Deals (0–20)% more Attack dmg
  • Mana53
  • 0.9
  • 234%
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
Rain of ArrowsTier: 9 | Str+DexAoE, Projectile, Sustained
q20: Fires (0–10) Projectiles
  • Mana136
  • 0.8
  • 185%
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
Shockchain ArrowTier: 11 | Str+DexAoE, Projectile, Lightning, Chaining, Payoff
q20: (0–20)% more Lightning dmg
  • Mana90
  • 0.7
  • 125%
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
Tornado ShotTier: 11 | Str+DexAoE, Projectile, Physical, Duration
q20: tornado shot projectile dmg +% final [0,15]
  • Mana117
  • 1.2
  • 156%
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
Tier: | Str+Dex
q20:

Spiral VolleyTier: 13 | Str+DexProjectile, Sustained
q20: Fires (0–4) Projectiles
  • Mana96
  • 1
  • 187%
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
Magnetic SalvoTier: 13 | Str+DexAoE, Projectile, Lightning
q20: (0–20)% more Projectile dmg
  • Mana213
  • 0.5
  • 125%
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
Falling ThunderTier: 1 | Str+DexAoE, Melee, Slam, Projectile, Lightning
q20: (0–10)% Chance to not remove Charges on use
  • Mana100
  • 0.6
  • 437%
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
Frozen LocusTier: 1 | Str+DexAoE, Melee, Cold, Duration, Nova
q20: (0–20)% more Magnitude of Chill inflicted
  • Mana107
  • 0.7
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
Glacial CascadeTier: 1 | Str+DexAoE, Melee, Cold, Payoff
q20: (0–10)% inc Attack Speed
  • Mana83
  • 0.75
  • 125%
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
Killing PalmTier: 1 | Str+DexAoE, Melee, Strike, Physical
q20: Mana Recovered over four seconds on Cull@(0–4)%
  • Mana55
  • 0.9
  • 281%
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
Vaulting ImpactTier: 3 | Str+DexAoE, Melee, Slam, Travel
q20: (0–20)% chance to cause an Aftershock
  • Mana110
  • 1
  • 405%
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
Tempest BellTier: 3 | Str+DexAoE, Melee, Sustained, Duration, Nova
q20: Bell is destroyed after (0–6) Hits
  • Mana130
  • 1.2
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
Staggering PalmTier: 3 | Str+DexAoE, Melee, Strike, Projectile, Physical, Duration
q20: (0–40)% chance to Blind Enemies
  • Mana62
  • 0.9
  • 187%
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"
Tempest FlurryTier: 5 | Str+DexAoE, Melee, Strike, Lightning
q20: +(0–4) to Melee Strike Range
  • Mana49
  • 1.4
  • 187%
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
Ice StrikeTier: 5 | Str+DexAoE, Melee, Strike, Cold
q20: (0–10)% more Attack Speed
  • Mana47
  • 1.4
  • 203%
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
Wind BlastTier: 5 | Str+DexAoE, Melee
q20: (0–30)% inc Knockback Distance
  • Mana83
  • 0.75
  • 234%
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
Siphoning StrikeTier: 7 | Str+DexAoE, Melee, Strike, Lightning, Payoff
q20: (0–40)% more Stun buildup
  • Mana62
  • 1
  • 374%
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
Wave of FrostTier: 7 | Str+DexAttack, AoE, Melee, Cold
q20: Penetrates (0–20)% Cold Resistance
  • Mana132
  • 0.55
  • 156%
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
Storm WaveTier: 7 | Str+DexAoE, Melee, Lightning
q20: Wave width is (0–1) metre
  • Mana72
  • 0.75
  • 390%
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
Freezing MarkTier: 7 | Str+DexAttack, AoE, Mark, Cold, Duration, Nova
q20: Hits against Marked enemy cause (0–20)% more Freeze buildup
  • Mana102
  • 0.5
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
Charged StaffTier: 9 | Str+DexAttack, Buff, AoE, Duration
q20: (0–20)% inc Skill Effect Duration
  • Mana67
  • 0.75
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
Mantra of DestructionTier: 9 | Str+DexChaos, Duration
q20: Requires (-2–0) Combo to use
  • Combo10
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
Shattering PalmTier: 11 | Str+DexAoE, Melee, Strike, Cold, Nova
q20: +(0–2)% to Critical Hit Chance
  • Mana53
  • 0.9
  • 109%
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
Whirling AssaultTier: 11 | Str+DexAoE, Melee, Strike
q20:
  • Mana166
  • 1
  • 125%
Advance while hitting enemies around you with a series of spinning Strikes.
+1.4 seconds to Total Attack Tim
Flicker StrikeTier: 13 | Str+DexAoE, Melee, Strike
q20: (0–20)% Chance to not remove Charges on use
  • Mana112
  • 0.5
  • 327%
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
Gathering StormTier: 13 | Str+DexAoE, Melee, Strike, Lightning, Channelling, Travel
q20: gathering storm perfect aoe limit [0,2]
  • Mana/s70.42
  • 1
  • 312%
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
BoneshatterTier: 1 | Str+DexAoE, Melee, Strike
q20: (0–20)% more Attack Speed
  • Mana80
  • 0.6
  • 312%
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
EarthquakeTier: 1 | Str+DexAoE, Melee, Slam, Duration
q20: Maximum (0–2) Jagged Ground patches
  • Mana75
  • 0.75
  • 125%
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
Rolling SlamTier: 1 | Str+DexAoE, Melee, Slam
q20: Causes Daze buildup equal to (0–50)% of Phys. dmg dealt
  • Mana127
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)
Shield ChargeTier: 3 | Str+DexAoE, Melee, Physical, Channelling, Travel
q20: (0–10)% inc Cooldown Recovery Rate
  • 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
Shockwave TotemTier: 3 | Str+DexTotem, AoE, Melee, Slam, Physical, Duration, Nova
q20: Totem base attack time is (-0.55–0) seconds
  • Mana136
  • 0.05
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
Armour BreakerTier: 3 | Str+DexAoE, Melee, Strike, Physical
q20: Break (0–20)% inc Armour
  • Mana50
  • 0.8
  • 156%
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
Infernal CryTier: 3 | Str+DexAoE, Trigger, Fire, Duration
q20: Empowered Attacks Gain (0–10)% of dmg as Fire dmg per 5 Power of enemies in range, up to (0–50)%
  • Mana233
  • 8(#1)
  • 0.8s
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
Molten BlastTier: 5 | Str+DexAoE, Projectile, Fire
q20: (0–30)% chance to inflict Fire Exposure on Hit
  • Mana53
  • 0.75
  • 312%
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
Resonating ShieldTier: 5 | Str+DexAoE, Melee, Sustained, Physical, Channelling
q20: 20% inc Armour Break
  • Mana/s61.93
  • 0.05
  • 66%
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
Perfect StrikeTier: 5 | Str+DexAoE, Melee, Strike, Fire, Duration, Channelling
q20: 20% inc ignite.magnitude
  • Mana55.3
  • 0.45
  • 312%
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 SlamTier: 7 | Str+DexAoE, Melee, Slam, Travel, Payoff
q20: 20% more dmg with Hits against Enemies with Fully Broken Armour
  • Mana128
  • 343%
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
EarthshatterTier: 7 | Str+DexAoE, Melee, Slam, Duration
q20: +3 max Spikes
  • Mana67
  • 0.8
  • 187%
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%)
Shield WallTier: 7 | Str+DexAoE, Physical, Duration
q20: Can have (0–2) Shield Walls active at a time
  • Mana121
  • 0.05
  • 1.25s
  • 245%
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
Volcanic FissureTier: 9 | Str+DexAoE, Melee, Slam, Sustained, Fire, Duration
q20: +4s Fissure duration
  • Mana55
  • 0.8
  • 187%
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
SunderTier: 9 | Str+DexAoE, Melee, Slam, Payoff
q20: 50% reduced accuracy penalty based on distnace
  • Mana140
  • 1
  • 531%
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

Supercharged SlamTier: 11 | Str+DexAoE, Melee, Slam, Channelling
q20: Maximum (0–2) Stages
  • Mana/s70.42
  • 1s
  • 172%
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
Seismic CryTier: 11 | Str+DexAoE, Physical, Duration
q20: 40% inc Warcry Speed
  • Mana109
  • 8(#1)
  • 0.8s
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.
StampedeTier: 11 | Str+DexAoE, Melee, Slam, Duration, Travel
q20: 30% chance to cause an Aftershock
  • Mana86
  • 80%
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)

Hammer of the GodsTier: 13 | Str+DexAoE, Melee, Slam, Duration
q20: (0–20)% inc Cooldown Recovery Rate
  • Mana96
  • 24(#1)
  • 0.5
  • 2654%
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

Support Gems

Slam supports

Link
11.4
Fist of WarTier: 1 | Str+DexAttack, Melee, Slam
Sup. Slams you use yourself. Buff: Ancestral Boost (20% more dmg and aoe) CD: 6 seconds.

Icon Name Desc
11.4
11.2
Jagged GroundAttack, Melee, Slam, AoE, Duration Sup. Slam skills, granting 50% chance to create patches of Jagged Ground (Movementslow 20%, 4s).
31
TremorsAttack, Melee, Slam Supp. selfused Slams. 30% for 1 Aftershock, 15% for 2 Aftershocks, 10% for 3 Aftershocks. (Skill deals 35% less Damage)
21
AftershockAttack, Melee, Slam Supp. selfused Slams with a 25% chance to Aftershock.

Strike supports

Link
Icon Name Desc
31
BeheadAttack, Melee, Strike Supp. Strike skills, causing them to steal one Modifier for 20sec from Killing Blows on Rare monsters.
11
Impact ShockwaveAttack, Melee, Strike Supp. Strike skills create an Aftershock (AoE 2m) on Heavy Stun.
11
Combo FinisherAttack, Melee ,Strike Supp. selfused Melee Attacks, which then will need Combo (5) to be used with 40% more Damage. Cannot support skills which already Combo.
11
CrescendoAttack, Melee, Strike Supp. Strikes which have a Final Strike, allowing to use the Final Strike twice.
21
Practiced ComboAttack, Melee, Strike Supp. Strike Skills have a 40% chance for an additional Combo. Cannot support Minions.

Melee attack

Link
Icon Name Desc
I1
BloodlustAttack, Melee, Physical Sup. Melee Att. deal 30% more damage against Bleeding enemies, but cannot cause Bleeding.
21
Heavy SwingAttack, Melee, Physical Supp. Melee Attacks, with 35% more Phys.dmg. but 10% less Attack Speed.
11
RageAttack, Melee Sup. Melee Attacks to grant 3 Rage on Hit.
31
UpheavalAttack, Melee, Fissure Supp. Melee Attacks which create fissures, adding 2 fissures but deal 40% less damage and have 20% less att.speed.
31
CulminationAttack, Melee Supp. Melee Attacks. Stack Combo. 2% more damage per Combo. Cannot support skills which already gain Combo or used by Minions.

Crossbow

Link
Icon Name Desc
skill

Minion

Link
Icon Name Desc
skill

Totem(Objects)

Link
Icon Name Desc
skill

Curse

Link
Icon Name Desc
skill

Area of Effect(AoE)

Link
Icon Name Desc
skill

Persistent, Buff

Link
Icon Name Desc
skill

Empower

Link
Icon Name Desc
skill

Spells

Link
Icon Name Desc
skill

General Hit

Link
Icon Name Desc
skill

List of Content

Link
Icon Name Desc
skill

General Melee

Link
Icon Name Desc
I140%
Fist of WarAttack, Melee, Slam Sup. Slams you use yourself. Buff: Ancestral Boost (20% more dmg and aoe) CD: 6 seconds.
I120%
Jagged GroundAttack, Melee, Slam, AoE, Duration Sup. Slam skills, granting 50% chance to create patches of Jagged Ground (Movementslow 20%, 4s).
III100%
TremorsAttack, Melee, Slam Sup. selfused Slams. 30% for 1 Aftershock, 15% for 2 Aftershocks, 10% for 3 Aftershocks. (Skill deals 35% less dmg)
II100%
AftershockAttack, Melee, Slam Sup. selfused Slams with a 25% chance to Aftershock.
III100%
BeheadAttack, Melee, Strike Sup. Strike skills, causing them to steal one Modifier for 20sec from Killing Blows on Rare monsters.
I100%
Impact ShockwaveAttack, Melee, Strike Sup. Strike skills create an Aftershock (AoE 2m) on Heavy Stun.
I100%
Combo FinisherAttack, Melee ,Strike Sup. selfused Melee Attacks, which then will need Combo (5) to be used with 40% more dmg. Cannot support skills which already Combo.
I100%
CrescendoAttack, Melee, Strike Sup. Strikes can "Final Strike" twice.
II100%
Practiced ComboAttack, Melee, Strike Sup. Strike Skills have 40% chance to add an additional Combo. Cannot support Minions.
I100%
BloodlustAttack, Melee, Physical Sup. Melee Atk. deal 30% more dmg against bleeding enemies, but cannot cause bleeding.
II100%
Heavy SwingAttack, Melee, Physical Sup. Melee Attacks, with 35% more phys.dmg. but 10% less Atk.spd.
I100%
RageAttack, Melee Sup. Melee Attacks to grant 3 Rage on Hit.
III100%
UpheavalAttack, Melee, Fissure Sup. Melee Attacks which create fissures, adding 2 fissures but deal 40% less dmg and have 20% less Atk.spd.
III100%
CulminationAttack, Melee Sup. Melee Attacks. Stack Combo. 2% more dmg per Combo. Cannot support skills which already gain Combo or used by Minions.
I100%
Cold InfusionAttack, Cold Sup. Atk. gain 25% cold dmg but deal 50% less fire and light.dmg.
I100%
Fire InfusionAttack, Fire Sup. Atk. gain 25% fire dmg but deal 50% less cold and light.dmg.
I100%
Lightning InfusionAttack, Lightning Sup. Atk. gain 25% light. dmg but deal 50% less cold and fire dmg.
III120%
Chaos InfusionAttack, Chaos Sup. Atk. gain 25% of Dmg as chaos.dmg. but deal 50% less non-chaos.dmg.
I100%
InnervateAttack, Lightning, Duration Sup. selfused Attacks. Killingblows on a shocked enemy these skills infuses all of your Attacks gain 35% of dmg. as light.dmg for 3s.
I100%
Ice BiteAttack, Cold, Duration Sup. selfused Attacks grant all Attacks 35% of dmg as cold (3sec) when freezing an enemy.
II100%
Soul ThiefAttack, Physical Sup. Attacks, causing their phys. dmg to Leech 5% mana.
II100%
Life ThiefAttack, Physical Sup. Attacks, causing their phys. dmg to Leech 6% life.
III100%
Culling StrikeAttack Sup. Atk.Skills to Cull Rare (10% life) and Unique (5% life) Enemies.
I100%
Martial TempoAttack Sup. Attacks have 20% more Atk.spd
II110%
BullseyeAttack Sup. Attacks have 50% more Accuracy.
II100%
MaimAttack Sup. Attacks, Maim (15% reduced evasion, 30% slower movement) on hit.
II100%
Break PostureAttack Sup. Attacks, causing them to Daze Enemies (6sec) on "Full Armour Break".
III100%
DiscombobulateAttack, Physical Sup. Attacks build up Daze euqal to 100% of phys.dmg.
I100%
Stomping GroundAttack, AoE, Physical, Travel Sup. Travel skills, causing your footsteps to generate shockwaves (80% to 120% of Strength, AoE 1.8m)
II100%
Armour ExplosionAttack, AoE, Trigger, Fire, Payoff Sup. Attacks, causing them to trigger a Fiery explosion (100% phys. to fire, AoE 1.4m, Explosion ifself cannot Break Armour) when they Fully Break an enemy's Armour.
II140%
Close CombatAttack Sup. Attacks to deal 25% more dmg (within 1m, scaling to 0 at 3.5m and further)
II120%
LongshotAttack Sup. Attacks, to deal 35% more dmg (further than 7m, scaling to 0 at 3.5m or closer)
I120%
Primal ArmamentAttack Sup. Attacks that use a weapon with 25% more Weapon Elemental dmg.
I100%
RuthlessAttack Sup. Attacks, causing every 5th to have 500% more stun buildup
III100%
ImmolateFire, Payoff Sup. Attacks Gain 30% of dmg as extra fire.dmg against ignited enemies but cannot ignite themself.
III100%
Nimble ReloadCrossbow Sup. Crossbow Skills have 60% increased crossbow reload spd.
I100%
Double BarrelCrossbow Sup. Crossbow Skills +1 Bolt but 30% less reloadspd
II100%
Auto ReloadCrossbow Sup. Crossbow Skills, causing them to automatically reload when they Heavy Stun an enemy.
II100%
Fresh ClipCrossbow Sup. Crossbow Skills, granting them 1% more dmg for each bolt reloaded by that Skill in the last 6 seconds.
I100%
Ammo ConservationCrossbow Sup. Crossbow Attacks have 25% chance to not consume a bolt
III100%
PayloadGrenade, Crossbow Sup. Skills which fire Grenades, giving fired Grenades a 50% chance to activate again, but have 70% red, CDR
III100%
Long FuseGrenade, Crossbow Sup. Grenade-Skills, causing 50% increased duration (incl. fuse) and 30% more dmg. Grenades cannot explode before fuse ends.
I100%
Meat ShieldMinion Sup. Minionskills, granting them 50% more life but deal 35% less dmg.
II100%
Infernal LegionMinion, AoE, Fire Sup. Minionskills, granting minion an ignite Aura (1.5m, 20% of Minions maxlife as fire.dmg). Minions take 20% of max life as fire dmg.
I100%
Elemental ArmyMinion Sup. Minionskills have +30% to all Elemental Resistances
I100%
Last GaspMinion, Persistent, Duration Sup. Persistent Minionskills, cannot die for 4sec after reaching 0 life.
I100%
Minion InstabilityMinion, Fire Suppoted Minions explode when reduced to Low life (<33%), dealing 15% of their max life as fire.dmg.
I100%
Minion PactMinion Sup. Skills remove 100% of your max life from your nearby Minion (if possible) to deal 40% more dmg
II100%
Feeding FrenzyMinion Sup. Minions deal 30% more and take 20% more dmg.
III100%
Minion MasteryMinion +1 to Level of Sup. Minion Skills
II130%
BiddingMinion Sup. Minion Skills granting Command Skills 30% more dmg.
II100%
Font of ManaTotem Sup. Skills which create stationary objects. Granting those a 40% increased manareg.aura (3m)
II100%
Font of BloodTotem Sup. Skills which create stationary objects. Granting those a 2% lifereg.aura (3m)
III100%
Font of RageTotem Sup. Skills which create stationary objects. Granting those a 2 Ragereg.aura (3m)
II100%
IronwoodTotem Totems summoned by Sup. Skills have +40% to all Elemental Resistances
II100%
Ancestral UrgencyTotem Sup. Skills have 80% increased Totem Placement spd
III100%
Lightning MasteryLightning +1 to Level of Sup. light.Skills
III100%
Physical MasteryPhysical +1 to Level of Sup. phys. Skills
III100%
Cold MasteryCold +1 to Level of Sup. cold Skills
III100%
Fire MasteryFire +1 to Level of Sup. fire Skills
III100%
Chaos MasteryChaos +1 to Level of Sup. chaos Skills
I100%
ChainProjectile, Chaining Sup. Proj.skills and chaining skills, gaining +1 Chain, +100% more chains but 50% less hitdmg
I120%
AccelerationProjectile Sup. Proj.gain 40% more Proj.s spd
I100%
ScattershotProjectile Sup. Proj.-skills granting +2 Proj.s. But giving 20% less skillspd and 20% less dmg.
I100%
PierceProjectile Sup. Proj.skills, making their Proj.s Pierce one time but deal 30% less dmg after doing so.
I100%
DecelerationProjectile Sup. Proj.skills granting 30% less Proj.spd
II100%
RicochetProjectile Sup. Proj.-skills, giving those Proj.s a 40% chance to Chain when impacting terrain.
III110%
ForkProjectile Sup. Proj.skills, making their Proj.s Fork one time dealing 50% after forking.
I130%
Impending DoomSpell, AoE, Trigger, Chaos Sup. selfcast Curses causing "Doom Blast" (0.15s CD, 3 Charges, 5% Critchance, chaos dmg equal to 15% of your Current mana) when the Curse expires.
I140%
Heightened CurseCurse Sup. Curse Skills have 25% increased effect
I130%
Decaying HexChaos, Curse Sup. Curse skills inclict decay (60% of Int. dealt as chaos-dot, 8sec)
II120%
Focused CurseCurse Sup. Curse skills get 30% reduced delay to erupt.
II100%
Ritualistic CurseCurse Sup. Curse skills have 50% inc. AoE but get a 30% increased delay to erupt.
III100%
Cursed GroundCurse Sup. Curse Skills have no activation delay, instead create curse ground (max 1, enemies are cursed on that ground)
III120%
Hex BloomAoE, Curse Sup. Curses spread (3m AoE) when a Cursed enemy dies.
I100%
Concentrated EffectAoE Sup. AoE-skill granting 50% less AoE and 40% more AoE.dmg.
I120%
Magnified EffectAoE Sup. any AoE-skill with 40% more AoE
I100%
ExpanseAoE Sup. any selfuse-Skill granting it 50% more AoE but adding a CD (+6 sec). Cannot sup.Skills with a base cooldown.
III100%
Energy RetentionMeta Sup. Meta Skills get a 35% chance to Refund 50% of Energy cost. Per activation?
II100%
ImpetusMeta Sup. Meta-Skills making them gain 40% increased energy
I100%
Corrupting CryWarcry, Physical, Duration Sup. Warcry (30% less AoE) apply Corrupted Blood (25% of strength as phys.dmg per sec, 5sec duration, max 10 Stacks)
II100%
Raging CryWarcry Sup. Warcry grant 4 Rage per 5 Power of counted Enemies in range
III110%
Dazing CryWarcry Sup. Warcry Daze (50% more stun buildup) Enemies (4sec)
III100%
Enraged WarcryWarcry, Empower Sup. Warcries consume (up to 10) Rage to boost Empowered Attacks by 30% more dmg.
I10 Spirit
PrecisionBuff, Persistent Sup. Persistent Buff Skills, causing you to gain 30% increased Accuracy while the Skill is active.
II15 Spirit
HerbalismBuff, Persistent Sup. Persistent Buff Skills gain 30% increased life recovery from Flasks.
III15 Spirit
CannibalismBuff, Persistent Sup. Persistent Buff Skills cause you to recover 4% of life on kill.
I10 Spirit
ClarityBuff, Persistent Sup. Persistent Buff Skill grants 30% increased mana.reg. while it is active
I20 Spirit
VitalityBuff, Persistent Sup. Persistent Buff Skills grant you 1% lifereg. per sec. while it is active
I130%
PremeditationEmpower Other Skills Empowered by Sup. Skills deal 15% more dmg
I120%
Murderous IntentEmpower Skills Empowered by Sup. Skills have Culling Strike
I100%
Controlled DestructionSpell, Critical Sup. Skills deal 30% more dmg with Hits and Ailments, but cannot Crit.
I100%
Arcane TempoSpell Sup. Spells have 25% more Cast spd
III100%
ExtractionSpell Sup. Spells sacrifice 10% of life to gain 25% of dmg as extra chaos.dmg. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
II100%
DemolisherSpell Sup. (armourbreaking) Skills Break 40% more Armour
II100%
Considered CastingSpell Sup. Hitting-Spells with 40% more dmg but 15% less Cast spd.
I100%
Arcane SurgeSpell, Duration Sup. selfcast Spell grants Arcane Surge (10% more cast spd, 20% more mana reg., 8sec) after spending 100% of your max.mana on that that skill.
I150%
UnleashSpell, Selfuse Sup. selfcast Spells, reoccur with 50% less dmg per Seal spend (Gain a Seal every 200% of cast time, 2 max). Cannot support Channelling Skills or Skills with a Cooldown.
III120%
WildshardsSpell, Projectile Sup. Proj.Spell with a 20% chance to fire 8 add. proj. in a circle.
I100%
EncumbranceSpell, Minion Sup. any skill, causing inflicted Slows (15% inc. slow magnitude)
II120%
Fiery DeathSpell, Fire Sup. any skill that Hits having a 60% chance for a on death explosions (8% Crit Chance, fire.dmg. based on 10% of targets life) when ignited by that skill.
II100%
Intense AgonySpell, Duration, DoT Sup. DoT Spells (non-Ailment), with 25% less skill effect duration and 50% more dmg, when infliced on Full health enemy.
III100%
Drain AilmentsSpell, DoT Sup. DoT Spells (non-Ailment) with 35% more Debuffdmg if an random Ailment is be removed.
II100%
HinderSpell, Chaos, DoT Sup. Spells with non-Ailment chaos-DoT, to also hinder enemies (30% reduced movement spd).
III100%
Chaotic FreezeSpell, Chaos, DoT Sup. Spells with non-Ailment chaos-DoT. chaos dmg Contributes to freeze buildup for Hits against targets taking dmg over time from Sup. Skills
II100%
Mana FlareSpell, Fire, Critical Sup. hitting Spell to trigger a mana Flare (CD: 1sec, Critchance 7%, Consumes 20% of current mana to deal that as fire dmg) on Critical Hit. Cannot support the skills of Minions.
II100%
Strip AwaySpell Sup. Exposure-Skills granting 30% increased effect of applied Exposure.
III100%
Elemental DischargeSpell, Lightning, Cold, Fire, Payoff Sup. hitting Spell causing it to consume Elemental Ailments to trigger an Elemental Discharge (CD: 1sec, Critchance: 10%, ignite 35-55% of Int as fire.dmg, freeze 30-50% of Int as cold.dmg., shock 1% - 80% of Int as light.dmg. Cannot support the skills of Minions.
I100%
Spell CascadeAoE Sup. Spells that affect an area around you or a target location. Spells also target additional areas on either side of the target area. Skills have 20% less AoE and 30% less dmg. Cannot support Channelling skills or Remote skills.
II150%
Spell EchoSpell, AoE Sup. AoE-Spells but have 30% less cast spd. Spells repeat once with 30% more AoE.Cannot support Channelling skills or Remote skills.
I120%
BrutalityPhysical Sup. any skill to deal 35% more phys.dmg but NO chaos.dmg OR ele.dmg
I110%
Execute Sup. Hitting-skill to deal 40% more dmg against enemies on Low life ( <33%).< /td>
I100%
Fast ForwardDuration Sup. any skill that has a duration with 30% less skilleffect duration.
I120%
PersistenceDuration Sup. any skill that has a duration with 40% more skilleffect duration.
I100%
Inspiration Sup. Skills have 40% less Cost (NOT Spirit)
II120%
Devastate Sup. Hitting-skill to apply Broken Armour on Heavy Stun.
II100%
Splinter Sup. Hitting-skill, causing those Hits to Break Armour equal to 15% of phys.dmg dealt.
II130%
Exploit WeaknessPayoff Sup. Hitting-skill to Consume Fully Broken armour dealing 50% more dmg but preventing Breaking Armour. (Cannot support skills that already Consume Broken Armour)
I100%
Break Endurance Sup. Hitting-skill giving it a 20% chance to gain an Endurance Charge when "Fully Break" Armour.
I100%
CorrosionPhysical, Chaos Sup. Hitting-skill, causing Break Armour for 80% of poison.dmg. Cannot support skills that Consume Fully Broken Armour.
III120%
Fire ExposureFire, Duration Sup. Hitting-Skill inflict fire Exposure (8sec) on ignite
III120%
Lightning ExposureLightning, Duration Sup. Hitting-skill, causing it to inflict light.Exposure (8sec, -20 light.res.) when it shocks an enemy.
III120%
Cold ExposureCold, Duration, Critical Sup. Hitting-skill inflicting cold Exposure (-20% coldres., 8sec) on Crit with cold.dmg.
II120%
Fire PenetrationFire Sup. Skills Penetrate 30% fire Resistance
II120%
Lightning PenetrationLightning Sup. Hitting-skill, making those Hits Penetrate 30% light.resistance.
II120%
Cold Penetration Sup. Hitting-skill, making those Hits Penetrate 30% cold resistance.
I100%
Withering TouchChaos, Duration Sup. Hitting-skills inflict Wither (5% inc. chaos.dmg taken per stack, 4sec, 10 stacks) enemies on chaos-Hit but deal 50% less dmg.
I120%
Overpower Sup. Hitting-Skills cause 50% more stun buildup.
II100%
Bludgeon Sup. Hitting-Skills to Knock Enemies Back on Hit
I100%
Lifetap Skill mana Costs Converted to life Costs
III120%
HeftPhysical Sup. Hitting-Skills have 30% more max phys. dmg (Works with Conversion)
I100%
HourglassCooldown Sup. selfuse-dmg-skill granting 40% more dmg but adding a CD (+10sec). Cannot support Skills which already have a cooldown.
II120%
Rising Tempest Sup. dmg-Skills gain 12% more ele.dmg. for each skill of a different ele.type used recently (4sec, 24% max). Cannot support Minion Skills.
II120%
Momentum Sup. dmg skill that you use yourself granting 40% more dmg after moving at least 2 metres during a single use. Teleportation does not count.
I100%
Swift AfflictionDuration Sup. Dmg-skill dealing 35% more non-ailment DoT but having 20% less the skill and ailment duration
III100%
Elemental Focus Sup. Hitting-skills to deal 25% more Ele.dmg but cannot inflict Ele.ailments.
I100%
LeverageCritical Sup. Hitting-skills giving 50% increased crit.hit chance against immobilised enemies
I100%
AmbushCritical Sup. Hitting-skills granting 100% more Critically Hit chance against enemies on full life.
III100%
SupercriticalCritical Sup. Hitting-skill to gain 100% increased Crit.bonus but have 20% less Crit.chance.
II120%
Inevitable CriticalCritical Sup. selfuse-hitting-skills accumulate 25% inc. crit chance per sec (up to 100%, lost after the skill crits)
II100%
ExciseCritical Sup. selfuse-dmg-skill granting it 40% more critical hit chance but adding a CD (+8sec). Cannot sup.Skills with a base cooldown.
II100%
PotentialCritical Sup. selfuse-skills will consume a Power Charge by that gaining 30% more critchance but cannot generate Power Charges.
III100%
Execrate Sup. selfused-dmg-Skill have 100% more chance to inflict ailment but adding a CD (+8sec). Cannot sup.Skills with a base cooldown.
I120%
LaceratePhysical Sup. Hitting-Skills have 50% chance to inflict bleeding
III100%
Deep CutsPhysical Sup. Hitting-Skill to deal 25% less dmg with hits but 75% more magnitude of bleeding.
III100%
RupturePhysical Sup. Skills Aggravate bleeding on Hitting Heavy Stunned Enemies
I100%
PinPhysical Sup. Hitting-skills, allowing its phys. dmg to Pin enemies but making it unable to Stun.
I120%
LockdownPhysical Sup. Hitting-skills causing Pin buildup to be 120% more within 2m (scaling to 0% at 12m)
I120%
IgnitionFire Sup. Hitting-Skills have 100% more chance to ignite
II120%
WildfireFire, AoE Sup. Hitting-skill Spreading (1.5m AoE, new ailment, cannot spread back) ignites it inflicts after 2s.
I120%
Eternal FlameFire Sup. Hitting-skill increasing ignite duration on enemies by 100% but 25% less ignite chance.
III100%
Searing FlameFire Sup. Hitting-Skill with 25% less damge with hits but 75% more magnitude of ignite.
III100%
FrostfireCold, Fire, Payoff Sup. Hitting-skill gain 100% more magnitude of ignite when it an consume a freeze on ignite. Skill cannot cause freeze buildup.
III120%
Biting FrostCold, Payoff Sup. Hitting-skills adding 50% more dmg to when they consume freeze. Cannot support skills that Consume freeze.
I120%
Deep FreezeCold Sup. Hitting-skills have 50% inc. freeze duration.
III100%
StormfireFire, Lightning Sup. Hitting-skills shock does not expire on ignited enemies.
I120%
ConductionLightning Sup. Hitting-skill, making it 100% more likely to shock.
I120%
Lasting ShockLightning Sup. Hitting-skills increasing shock duration by 100% but giving 50% less shock chance.
III120%
Neural OverloadLightning Sup. Hitting-skills to "trigger" Electrocution when %buildup (40%/60%/70%/80%) is ready. Targets are highlighted.
III100%
OverchargeLightning Sup. Hitting-skills have 75% increased magnitute of shock but 50% less shock duration
II100%
ElectrocuteLightning Sup. light.-Skill. light.dmg can inflict Electrocute, but not inflict shock.
II120%
Coursing CurrentLightning, AoE Sup. Hitting-skills on shock have a 50% chance to spread shock to enemies (2.5m AoE).
I120%
EnvenomChaos Sup. Hitting-skills, giving it a 50% chance to poison enemies.
III100%
Deadly PoisonChaos Sup. Hitting-skills to deal 25% less dmg hits but have 75% more magnitude of poison.
I100%
ComorbidityChaos Sup. Hitting-skills allowing +1 poison from that skill but 30% less poison duration.
I120%
Bursting PlagueAoE, Trigger, Physical, Chaos Sup. poison-skills to buildup "Plague" (200% of poison dmg per sec up to 10% of enemy's max life). On death pleague explodes (CD: 0.1sec, upto 100% more AoE when fully charged). Cannot support the skills of Minions.
I120%
ProfusionCharge Sup. skills that can generate Charges granting 50% chance for an additional charge
I130%
Perpetual ChargeCharge Sup. skills that consume Charges on use, giving them a 35% chance not to remove each Charge.
II100%
FerocityCharge Sup. Selfused-Skills consume a Frenzy Charge on use granting 40% more skillspd. Skill Cannot generate Frenzy Charges.
III100%
AblationOffering Sup. Offering Skills sacrifice 15% of your life on use and gain 30% more dmg and 30% increased effect of offering
III100%
Danse MacabreOffering Sup. Offering Skills need to offer 2 minions granting 30% inc. buff effect and deal 30% more dmg.
I100%
Window of OpportunityChannelling Sup. Channelling skills on perfect timing to deal 50% more dmg but have a 25% shorter Perfect Timing window.
II110%
Blind Sup. Htting-skills granting them a 100% Chance to Blind.
III100%
RageforgedRage Sup. dmg-Skills (selfuse or selftrigger) to consume 10 Rage to deal 35% more dmg
III100%
Life BountyFlask Sup. Hitting-skills granting 100% more life flask charges on kill.
III100%
Mana BountyFlask Sup. Hitting-skills granting 100% more mana flask charges on kill.
I100%
FortressWall Sup. wall-skills created in a circle but deal 50% less Hit dmg.
II100%
Corpse ConservationCorpse Sup. Corpse-consuming-skills grantin a 25% chance to not consume.
III100%
Astral ProjectionNova Sup. Nova Skills take place at the targeted location.
II100%
GlacierCrystal Sup. Ice Crystal(-skills) have 100% more life.
II100%
IcicleCrystal Sup. Ice Crystal(-skills) have 50% less life.
III100%
CapacitorInvocation Sup. Invocation Skills have 80% inc. max. Energy.
I110%
Unbreakable Sup. any skill that you can use, grating 200% more stun threshold while using it.
I100%
Wind WaveAoE, Trigger Sup. any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.
I100%
Energy Barrier Energy Shield Recharge begins immediately and is not interrupted by dmg for 2 seconds when Stunned while using Sup. Skills
III100%
Mobility Sup. skills that can be used while moving to have 30% less movement penalty.
II100%
Holy Descent Sup. Leap-Skills create Consecrated Ground (grants you and allys reg. 5% life and 50% less effect of enemy curses) for 4 seconds on landing
III100%
Despoiler Sup. Skills that create Ground Surfaces, causing 50% more groundsurface duration.
I120%
Frost NexusCold, AoE Sup. Hitting-skills creating it to create patches of Chilled Ground (x% slow, 4s) around enemies they freeze.
III100%
Burning InscriptionFire, AoE Sup. Skills trigger Burning Inscription (Burning ground, ignite based of 20% of max.mana, 4sec, 2m AoE) after their Runic Inscriptions expire
I100%
OverabundanceLimit Sup. "Limit"-skills to get +1 to Limit.
I150%
Second WindCooldown Sup. skills with cooldowns, giving them one extra use but 50% less cooldown recovery rate. Cannot support instant or triggered skills.
II110%
IngenuityCooldown Sup. skills with Cooldowns with 30% inc CDR.
I100%
Life DrainCull Sup. Hitting-skills recover 12% of life (over 4s, does not stack) when culling an enemy with that skill.
III100%
Soul DrainCull Sup. Hitting-skills recover 12% of mana (over 4s, does not stack) when culling an enemy with that skill.
II120%
Shock SiphonLightning Sup. Hitting-skill recover 4% Energy Shield when it kills a shocked enemy.

Ascendancies

Base Classes

Wiki:Base_Classes

Intro to what baseclasses are. Different starting position on the skilltree. Bit different start stats. Access to Subclasses.


Overview over the three Options to Ascend


Branch:Minion

    Altered Flesh

  • Life
  • 20% of Cold dmg taken as Fire dmg
    20% of Light dmg taken as Fire dmg
    20% of Phys dmg taken as Chaos dmg

    Beidat's Gaze

  • Life
  • Reserves 25% of Life
    +1 to max Mana per 6 max Life

    Beidat's Will

  • Life
  • Reserves 25% of Life
    +1 to max Spirit per 25 max Life

    Beidat's Hand

  • Life
  • Reserves 25% of Life
    +1 to max Energy Shield per 8 max Life
Branch:Minion

    Demonic Possession

  • Spell Damage
  • Grants Skill: Demon Form

    Mastered Darkness

  • Spell Damage
  • max 10 Demonflame
Branch:Minion

    Pyromantic Pact

  • Mana
  • max Mana is replaced by max Infernal Flame
    Gain Infernal Flame instead of spending Mana for Skill costs
    Take max Life and Energy Shield as Fire dmg when Infernal Flame reaches max
    Lose all Infernal Flame on reaching max Infernal Flame
    10% of Infernal Flame lost per second if none was gained in the past 2 seconds

    Bringer of Flame

  • Mana
  • While not on Low Infernal Flame, all dmg from you and your Minions contributes to Ignite Chance and Magnitude

    Seething Body

  • Mana
  • While on High Infernal Flame, you and Allies in your Presence Gain 20% of dmg as Fire dmg
Branch:Minion

    Loyal Hellhound

  • Minion Life
  • Grants Skill: Summon Infernal Hound
    20% of dmg from Hits is taken from your Hellhound's Life before you
Branch:Minion

    Grinning Immolation

  • Critical Chance
  • Become Ignited when you deal a Critical Hit, taking 15% of your Life and Energy Shield as Fire dmg per second
    30% more Critical dmg Bonus

Branch:Minion

    Sanguimancy

  • 3% max life
  • Grants Skill: Life Remnants
    Skills gain a Base Life Cost equal to Base Mana Cost
Branch:Minion

    Vitality Siphon

  • 12% inc life leech
  • 10% of Spell dmg Leeched as Life
Branch:Minion

    Open Sores

  • 6% inc Curse effect
  • Your Curses have infinite Duration
Branch:Minion

    Blood Barbs

  • 15% Bleed% on Crit
  • Gain 10% of dmg as Extra Phys dmg
    Elemental dmg also Contributes to Bleeding Magnitude
Branch:Minion

    Gore Spike

  • 12% inc Spell.Crit%
  • 1% increased Critical dmg Bonus per 40 Life

    Sunder the Flesh

  • 12% inc Spell.Crit%
  • Base Critical Hit Chance for Spells is 15%
Branch:Minion

    Grasping Wounds

  • 3% max life
  • 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead

    Crimson Power

  • 3% max life
  • Gain Energy Shield from equipped Body Armour as extra max Life
Branch:Minion

    Avidity

  • 25% inc frenzy charge duration
  • 30% chance that if you would gain Frenzy Charges, you instead gain up to your max number of Frenzy Charges

    Thrilling Chase

  • 25% inc frenzy charge duration
  • Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled
Branch:Minion

    Eagle Eyes

  • 12% inc accuracy
  • You have no Accuracy Penalty at Distance
Branch:Minion

    Projectile Proximity Specialisation

  • 10% inc proj.speed
  • (Select Point Blank or Far Shot)

    Point Blank

  • 10% inc proj.speed
  • Proj deal 20% more Hits dmg to targets in the first 3.5 metres of their movement, scaling down with distance travelled to reach 0% after 7 meters

    Far Shot

  • 10% inc proj.speed
  • Proj deal 0% more Hits dmg to Targets in the first 3.5 metres of their movement, scaling up with distance travelled to reach 20% after 7 meters

    Endless Munitions

  • 10% inc proj.speed
  • Skills fire an additional Proj
Branch:Minion

    Called Shots

  • 12% inc mark.effect
  • You can apply an additional Mark
Branch:Minion

    Gathering Winds

  • 4% skill speed
  • Gain Tailwind on Skill use
    Lose all Tailwind when Hit

    Wind Ward

  • 4% skill speed
  • 3% less dmg taken per Tailwind
Branch:Minion

    Connected Chemistry

  • 12% inc flask charges gained
  • 50% more Flask Charges gained

    Enduring Elixirs

  • 20% inc life flask charges gained
  • Life Flask Effects are not removed when Unreserved Life is Filled
    Life Flask Effects do not Queue
Branch:Minion

    Contagious Contamination

  • 12% inc poison.magnitude
  • The most Damaging Poison on Enemies you Kill is Spread to other Enemies within 1.5 metres

    Overwhelming Toxicity

  • 12% inc poison.magnitude
  • Double the number of Poisons you can inflict on Enemies
    35% less Poison Duration
Branch:Minion

    Brew Concoction

  • 20% inc mana flask charges gained
  • (Select Poisonous Concoction or Fulminating Concoction or Shattering Concoction or Explosive Concoction or Bleeding Concoction)

    Poisonous Concoction

  • 20% inc mana flask charges gained
  • Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Chaos attack dmg in an area. Poison inflicted by this skill has more effect.

    Fulminating Concoction

  • 20% inc mana flask charges gained
  • Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Light attack dmg in an area and inflicting Light Exposure

    Shattering Concoction

  • 20% inc mana flask charges gained
  • Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Cold attack dmg in an area and inflicting Cold Exposure.

    Explosive Concoction

  • 20% inc mana flask charges gained
  • Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Fire attack dmg in an area and inflicting Fire Exposure.

    Bleeding Concoction

  • 20% inc mana flask charges gained
  • Consume charges from your Mana Flask to throw a bottle that explodes, dealing unarmed Phys attack dmg in an area. Bleeding inflicted by this skill has more effect.
Branch:Minion

    Traveller's Wisdom

  • Grants 1 Passice Skill Point
  • Grants 5 Passive Skill Points
Branch:Minion

    Running Assault

  • 4% skill speed
  • 30% less Movement Speed Penalty when using Skills while moving

    Relentless Pursuit

  • 4% skill speed
  • Your speed is unaffected by Slows
Branch:Minion

    Lead me through Grace...

  • 15% inc EV and ES
  • Gain 1 Spirit for every 6 Energy Shield on equipped Body Armour
    Gain 1 Spirit for every 15 Evasion Rating on equipped Body Armour
    Cannot gain Spirit from Equipment

    ...and Protect me from Harm

  • 20% inc EV
  • Evasion Rating also grants Phys dmg reduction
    40% less Evasion Rating
Branch:Minion

    Faith is a Choice

  • 20% inc ESRR
  • Grants Skill: Meditate
Branch:Minion

    I am the Blizzard...

  • 15% inc chill.magnitude
  • Gain 10% of dmg as Extra Cold dmg
    On Freezing Enemies create Chilled Ground

    ...and I Shall Rage

  • 12% inc ele.dmg
  • Grants Skill: Unbound Avatar
Branch:Minion

    I am the Thunder...

  • 15% inc shock.magnitude
  • Gain 10% of dmg as Extra Light dmg
    25% chance on Shocking Enemies to create Shocked Ground

    ...and I Shall Rage

  • 12% inc ele.dmg
  • Grants Skill: Unbound Avatar
Branch:Minion

    The Soul Springs Eternal

  • Triggered Spells deal 16% inc dmg
  • Meta Skills gain 35% more Energy
Branch:Minion

    Sunder my Enemies...

  • 12% inc Crit%
  • Critical Hits ignore non-negative Enemy Monster Elemental Resistances

    ...and Scatter Them to the Winds

  • 12% inc Crit%
  • Grants Skill: Elemental Expression
    Trigger Elemental Expression on Melee Critical Hit
Branch:Minion

    Ravenous Doubts

  • 12% inc mana.leech
  • Mana Leech is instant

    Consuming Questions

  • 12% inc mana.leech
  • You cannot Recharge Energy Shield
    Mana Leech effects also Recover Energy Shield
Branch:Minion

    Chayula's Gift

  • +7% Chaos.res
  • +10% to max Chaos Resistance
    Chaos Resistance is doubled
Branch:Minion

    Reality Rending

  • 11% inc Chaos.dmg
  • 23% chance to Gain 25% of dmg with Hits as Extra Chaos dmg
    13% chance to Gain 50% of dmg with Hits as Extra Chaos dmg
    7% chance to Gain 100% of dmg with Hits as Extra Chaos dmg
Branch:Minion

    Waking Dream

  • 4% skill.spd
  • Grants Skill: Into the Breach
    Creates a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.

    Lucid Dreaming

  • 4% skill.spd
  • Effect and Duration of Flames of Chayula on You is Double
Branch:Minion

    Embrace the Darkness

  • 10% inc. max darkness
  • Remove all Spirit
    Base max Darkness is 100
    For Each Life or Energy Shield lost to dmg, reserve 1 Darkness instead if possible
    Darkness Reservation lasts for 10 seconds
    +5 to max Darkness per Level

    Grasp of the Void

  • 10% inc. max darkness
  • Gain 1% of dmg as Extra Chaos dmg per 20 Unreserved Darkness

    Inner Silence

  • 10% inc. max darkness
  • 50% reduced Darkness Reservation Duration
Branch:Minion

    Scouring Winds

  • 12% inc ele.dmg
  • Exposure you inflict lowers the affected Resistance by an additional 20%
Branch:Minion

    Tempest Caller

  • 12% inc Spell.Crit%
  • Grants Skill: Elemental Storm
    Trigger Elemental Storm on Critical Hit with Spells

    Rain Dancer

  • 12% inc Spell.Crit%
  • Elemental Storm has 150% more Cooldown Recovery Rate
Branch:Minion

    Heavy Snows

  • 25% inc chill.duration
  • Targets can be affected by two of your Chills at the same time
    Your Chills can reduce Action Speed by up to a max of 35%
    25% less Magnitude of Chill you inflict

    Shaper of Winter

  • 25% inc chill.duration
  • All dmg from Hits Contributes to Chill Magnitude
Branch:Minion

    Strike Twice

  • 20% inc shock%
  • Targets can be affected by two of your Shocks at the same time
    50% less Shock Duration

    Shaper of Storms

  • 20% inc shock%
  • All dmg from Hits Contributes to Shock Chance
Branch:Minion

    Constant Gale

  • 4% inc max mana
  • You have Arcane Surge

    Force of Will

  • 4% inc max mana
  • 1% increased Effect of Arcane Surge on you per 15 max Mana
Branch:Minion

    Heart of the Storm

  • +4% ele.res
  • 40% of Elemental dmg taken Recouped as Energy Shield
Branch:Minion

    Now and Again

  • 6% inc CDR
  • Skills have a 33% chance to not consume a Cooldown when used

    Unbound Encore

  • 6% inc CDR
  • Grants Skill: Time Snap
Branch:Minion

    Footprints in the Sand

  • Buffs expire 10% slower on you
  • Grants Skill: Temporal Rift

    Ultimate Command

  • Buffs expire 10% slower on you
  • Grants Skill: Time Freeze
Branch:Minion

    Quicksand Hourglass

  • 4% inc cast.spd
  • Every 12 seconds, gain 50% more Cast Speed for 4 seconds
Branch:Minion

    Apex of the Moment

  • Slow Debuffs you apply have 6% inc magnitude
  • Enemies in your Presence are Slowed by 20%
Branch:Minion

    Circular Heartbeat

  • Debuffs expire 10% faster on you
  • 30% of dmg taken Recouped as Life

    The Rapid River

  • Debuffs expire 10% faster on you
  • Recoup Effects instead occur over 4 seconds
Branch:Minion

    Weapon Master

  • 4 Passive Points become Weapon Set Skill Points
  • 20 Passive Skill Points become Weapon Set Skill Points
Branch:Minion

    Pitiless Killer

  • 35% inc dmg vs low life
  • Culling Strike

    Judge, Jury, and Executioner

  • 35% inc dmg vs low life
  • Decimating Strike
Branch:Minion

    Witchbane

  • 6% inc CDR
  • Enemies have max Concentration equal to 40% of their max Life
    Break enemy Concentration on Hit equal to 100% of dmg Dealt
    Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds

    No Mercy

  • 6% inc CDR
  • Deal up to 30% more dmg to Enemies based on their missing Concentration
Branch:Minion

    Obsessive Rituals

  • 15% inc AR and EV
  • Grants Skill: Sorcery Ward
    50% less Armour and Evasion Rating

    Ceremonial Ablution

  • 15% inc AR and EV
  • 50% increased effect of Sorcery Ward
    Sorcery Ward recovers 50% faster
Branch:Minion

    Zealous Inquisition

  • 10% inc AoE
  • 10% chance for Enemies you Kill to Explode, dealing 100% of their max Life as Phys dmg
    Chance is doubled against Undead and Demons
Branch:Minion

    Crystalline Potential

  • 2% inc Skill Gem Quality
  • +10% to Quality of all Skills

    Implanted Gems

  • 2% inc Skill Gem Quality
  • +1 to Level of all Skills

    Advanced Thaumaturgy

  • 2% inc Skill Gem Quality
  • 30% less Cost of Skills
    Skill Gems have 30% more Attribute Requirements
Branch:Minion

    Integrated Efficiency

  • Equip and Skill have 4% reduced Attr.req.
  • Grants 3 additional Skill Slots

    Gem Studded

  • Equip and Skill have 4% reduced Attr.req.
  • You can use two copies of the same Support Gem in different Skills

    Thaumaturgical Infusion

  • Equip and Skill have 4% reduced Attr.req.
  • +1% to max Cold Resistance per 4 Blue Support Gems Socketed anywhere
    +1% to max Fire Resistance per 4 Red Support Gems Socketed anywhere
    +1% to max Light Resistance per 4 Green Support Gems Socketed anywhere
Branch:Minion

    Adaptive Capability

  • 3% inc Attr.
  • Attribute Requirements of Gems can be satisfied by your highest Attribute

    Enhanced Effectiveness

  • 3% inc Attr.
  • Inherent bonuses from Intelligence, Strength and Dexterity are doubled
Branch:Minion

    Stone Skin

  • 20% inc AR
  • 50% more Armour from Equipped Body Armour
Branch:Minion

    Earthbreaker

  • 12% inc Slam.AoE
  • 20% chance for Slam Skills you use yourself to cause Aftershocks

    Ancestral Empowerment

  • 12% inc Slam.AoE
  • Every second Slam Skill you use yourself is Ancestrally Boosted
Branch:Minion

    Colossal Capacity

  • 4% inc Str
  • Equip a Chest which has 20 Inventory Slots

    Hulking Form

  • 4% inc Str
  • 50% increased effect of Small Passive Skills
Branch:Minion

    Crushing Impact

  • 18% inc Stun.buildup
  • Your Hits are Crushing Blows

    Surprising Strength

  • 18% inc Stun.buildup
  • 40% more dmg against Heavy Stunned Enemies
Branch:Minion

    Mysterious Lineage

  • 0.5% Lifereg./sec
  • 15% more max Life
Branch:Minion

    Anvil's Weight

  • 25% inc Armour Break
  • Break Armour equal to 10% of Hit dmg dealt

    Imploding Impacts

  • 25% inc Armour Break
  • You can Break Enemy Armour to below 0
Branch:Minion

    Jade Heritage

  • 20% inc AR
  • Grants Skill: Encased in Jade
    Gain a stack of Jade every second
Branch:Minion

    Answered Call

  • 20% inc Totem.life
  • Grants Skill: Ancestral Spirits
    Trigger Ancestral Spirits when you Summon a Totem

    Wooden Wall

  • 20% inc Totem.life
  • 20% of dmg from Hits is taken from your nearest Totem's Life before you
Branch:Minion

    Renly's Training

  • 6% inc. Block%
  • Gain 40% Base Chance to Block from Equipped Shield instead of the Shield's value

    Turtle Charm

  • 6% inc. Block%
  • 35% less Block Chance
    Can Block dmg from all Hits while Shield is not Raised
Branch:Minion

    Warcaller's Bellow

  • 20% inc Warcry.spd
  • Corpses in your Presence Explode when you Warcry, dealing 25% of their Life as Phys dmg

    Greatwolf's Howl

  • 20% inc Warcry.spd
  • Ignore Warcry Cooldowns