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Attack, AoE, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 180–300% of base. Effectiveness of Added Damage: 180–300%. Radius: 20. Requires Level 1
The character swings both their weapons in an arc, damaging monsters in an area in front of them. Requires dual wielding both an Axe and a Sword.
Additional Effects From Quality: Gain (0–1) Rage if this Skill Hits any Enemies
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Critical, Attack, Melee, Strike, Cold. Level: 1–20. Effectiveness of Added Damage: 165–269%. Requires Level 1
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Additional Effects From Quality: +(0–40)% to Critical Strike Multiplier
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Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 210–340% of base. Effectiveness of Added Damage: 210–340%. Radius: 35. Requires Level 1
Slams the ground in front of you, creating a wide wave that travels forward and damages enemies with an increased chance to stun. Requires a Two Handed Axe, Two Handed Mace, or Staff.
Additional Effects From Quality: Deals up to (0–20)% more Damage with Hits to closer targets
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Attack, Projectile, AoE, Melee, Strike, Fire. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 85–130% of base. Effectiveness of Added Damage: 85–130%. Explosion Radius: 9. Projectile Radius: 2-25. Requires Level 1
Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
Additional Effects From Quality: Every fifth Attack, Projectiles deal (0–200)% more Damage with Hits and Ailments
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Physical, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 155–265% of base. Effectiveness of Added Damage: 155–265%. Sand Radius: 11. Blood Radius: 8. Requires Level 1
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Additional Effects From Quality: Creates (0–2) Spikes
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Physical, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 60–85% of base. Effectiveness of Added Damage: 60–85%. Sand Radius: 11. Blood Radius: 8. Requires Level 1
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times.
Additional Effects From Quality: Creates (0–1) Spikes
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Attack, AoE, Fire, Melee. Level: 1–20. Attack Time: 1.00 sec. Critical Strike Chance: 5.00%. Requires Level 1
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Additional Effects From Quality: Deals up to (0–10)% more Damage with Hits to closer targets
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Lightning, Attack, AoE, Melee, Strike. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%. AoE Radius: 15. Requires Level 1
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Additional Effects From Quality: Lightning strikes targets within +(0–2) metres
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Totem, Spell, Projectile, Fire, Channelling, Physical. Level: 1–20. Cast Time: 0.18 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 35%. Requires Level 4
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Additional Effects From Quality: (0–40)% more Projectile Speed
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Attack, AoE, Movement, Travel, Slam, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 210–320% of base. Effectiveness of Added Damage: 210–320%. Radius: 15. Requires Level 10
Jump a short distance through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
Additional Effects From Quality: (0–40)% increased Stun Duration against Enemies that are on Full Life
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Spell, Minion, Duration, Physical, Lightning, AoE. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 200%. Requires Level 12
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Additional Effects From Quality: Increases and Reductions to Minion Damage also apply
to this Skill’s Damage at (0–50)% of their value |
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Attack, AoE, Slam, Duration, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 100–150% of base. Effectiveness of Added Damage: 100–150%. AoE Radius: 20. Requires Level 12
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. The spikes shatter after a duration, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Additional Effects From Quality: Maximum (0–3) Spikes
Creates (0–1) fissure |
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Attack, AoE, Slam, Duration, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 110–170% of base. Effectiveness of Added Damage: 110–170%. AoE Radius: 20. Requires Level 12
Slam the ground, sending out a rectangular fissure that deals area damage to enemies and thrusts a large spike from the ground where it ends. Warcries or other Slam Attacks performed by you or allied players near the spike will cause it to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Additional Effects From Quality: Shattering Spikes deal (0–20)% more damage
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Spell, Chaining, Physical, Duration. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 55%. Requires Level 12
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
Additional Effects From Quality: Base duration is (0–1.5) seconds
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Attack, AoE, Melee, Strike, Fire, Duration. Level: 1–20. Effectiveness of Added Damage: 104–166%. Radius: 15. Requires Level 12
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Additional Effects From Quality: Debuff deals (0–10)% of Damage per Charge
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Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 90% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%. AoE Radius: 12. Requires Level 12
Slams the ground, creating a wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Additional Effects From Quality: Wave Damages (0–2) Areas
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Melee, Attack, AoE, Slam, Fire. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 130–185% of base. Effectiveness of Added Damage: 130–185%. Requires Level 12
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts dealing damage in an area. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Additional Effects From Quality: Fissure erupts (0–1) additional times
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Spell, Minion, Lightning. Level: 1–20. Cast Time: 0.60 sec. Requires Level 28
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
Additional Effects From Quality: (0–40)% increased Minion Movement Speed
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Attack, AoE, Duration, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 125–180% of base. Effectiveness of Added Damage: 125–180%. Requires Level 28
Perform a spinning attack, damaging enemies around you and creating a random bladestorm. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe.
Additional Effects From Quality: Maximum of (0–1) Bladestorms at a time
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Attack, Melee, Strike, AoE, Duration, Physical. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 200–250% of base. Effectiveness of Added Damage: 200–250%. Requires Level 28
Attack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Additional Effects From Quality: (0–5)% more Damage per Trauma
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Attack, Melee, Strike, AoE, Physical. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 125–275% of base. Effectiveness of Added Damage: 125–275%. Requires Level 28
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Additional Effects From Quality: Pulse has (0–5)% increased Area of Effect per 0.1s of Stun Duration, up to 400%
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Fire, Attack, AoE, Movement, Duration, Slam, Melee. Level: 1–20. Cooldown Time: 2.00 sec. Attack Speed: 80% of base. Attack Damage: 110–180% of base. Effectiveness of Added Damage: 110–180%. AoE Radius: 23. Requires Level 28
Slams the ground at a targeted location. If an enemy is near where you target, you’ll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can’t be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Additional Effects From Quality: Deals up to (0–10)% more Damage with Hits to closer targets
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Attack, Minion, Duration, Melee, Strike. Level: 1–20. Effectiveness of Added Damage: 165–238%. Requires Level 28
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy’s corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Additional Effects From Quality: Increases and Reductions to Minion Damage also apply
to this Skill’s Damage at (0–50)% of their value |
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Attack, AoE, Duration, Slam, Melee. Level: 1–20. Attack Speed: 75% of base. Attack Damage: 85–150% of base. Effectiveness of Added Damage: 85–150%. Requires Level 28
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Additional Effects From Quality: Base duration is (0–0.5) seconds
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Attack, AoE, Cold, Slam, Melee. Level: 1–20. Attack Speed: 90% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%. Requires Level 28
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Additional Effects From Quality: Gain (0–15)% of Physical Damage as Extra Cold Damage
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Attack, AoE, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 40–62% of base. Effectiveness of Added Damage: 40–62%. Requires Level 28
Spin with a sword or axe to deal damage in an area around you. If you have at least 10 rage, create a ragestorm attached to you that repeatedly deals attack damage to enemies inside based on your attack speed. The ragestorm consumes rage at an accelerating rate, and ends if you run out.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Fire, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 160–240% of base. Effectiveness of Added Damage: 160–240%. Length Radius: 15. Width Radius: 7. Requires Level 28
Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Additional Effects From Quality: +(0–5)% more Damage per Endurance Charge removed
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Spell, Cold, Attack, AoE, Melee. Level: 1–20. Cooldown Time: 0.30 sec (5 Times). Cast Time: 0.70 sec. Requires Level 34
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines. This attack is used by your Statues to deal damage in an area around them while stepping forward. This skill cannot repeat and can only be used by Statues from Frozen Legion.
Additional Effects From Quality: (0–20)% increased Cooldown Recovery Rate
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Fire, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Flame Golem. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Fire, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Flame Golem. When summoned, the Flame Golem attacks by falling from the sky, dealing fire damage in an area and leaving burning ground around the impact. After landing, it can cast a fire spray and a wave of fire damage.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Minion, Spell, Golem, Physical. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Minion, Spell, Golem, Physical. Level: 1–20. Cooldown Time: 15.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Stone Golem that takes a portion of the melee damage you recieve from enemy hits from its life before yours. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Additional Effects From Quality: (0–20)% increased Buff Effect
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Attack, Projectile, Fire, Bow. Level: 1–20. Attack Speed: 70% of base. Requires Level 1
Fires a burning arrow that deals fire damage and has a chance to ignite.
Additional Effects From Quality: (0–20)% more Damage with Ignite
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Attack, Melee, Strike, Physical. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 91–140% of base. Effectiveness of Added Damage: 91–140%. Requires Level 1
Performs two fast strikes with a melee weapon.
Additional Effects From Quality: (0–40)% increased Impale Effect
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Attack, Melee, Strike. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 60–95% of base. Effectiveness of Added Damage: 60–95%. Requires Level 1
Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.
Additional Effects From Quality: (0–4)% more Attack Speed for each Stage
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Attack, Melee, Strike. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 125–244% of base. Effectiveness of Added Damage: 125–244%. Requires Level 1
Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.
Additional Effects From Quality: (0–20)% more Damage with Main Hand Weapon
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Spell, Projectile, Physical, Duration. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 220%. Requires Level 1
Fires an arc of knives in front of the caster which deal physical damage. Cannot be supported by Volley.
Additional Effects From Quality: Fires +(0–2) Projectiles
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Spell, Projectile, Physical. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 220%. Requires Level 1
Fires a circle of knives around the caster which deal physical damage.
Additional Effects From Quality: Fires +(0–3) Projectiles
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Attack, Melee, Strike, Cold, AoE, Duration. Level: 1–20. Effectiveness of Added Damage: 110–225%. Requires Level 1
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Additional Effects From Quality: +(0–1) metre to Melee Strike Range
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Attack, Projectile, AoE, Chaos, Bow. Level: 1–20. Effectiveness of Added Damage: 55–70%. Radius: 20. Requires Level 1
Fires a poisonous arrow which deals chaos damage in an area on impact.
Additional Effects From Quality: +(0–0.2) metres to radius
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Lightning, Attack, AoE, Bow. Level: 1–20. Effectiveness of Added Damage: 175–210%. AoE Radius: 28. Requires Level 1
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Additional Effects From Quality: +(0–0.4) metres to radius
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Lightning, Attack, Projectile, AoE, Bow. Level: 1–20. Effectiveness of Added Damage: 80–99%. AoE Radius: 28. Requires Level 1
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows’ flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
Additional Effects From Quality: (0–40)% increased Projectile Speed
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Trap, Spell, AoE, Fire, Physical. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 120%. AoE Radius: 12/7. Requires Level 1
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Additional Effects From Quality: Causes (0–2) smaller explosions
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Trap, Spell, AoE, Physical. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 330%. AoE Radius: 12/7. Requires Level 1
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 110–160%. Requires Level 1
Fires an arrow that splits to hit different targets.
Additional Effects From Quality: Projectiles Split towards (0–2) targets
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Attack, Projectile, AoE, Physical. Level: 1–20. Effectiveness of Added Damage: 70–210%. Requires Level 1
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Additional Effects From Quality: (0–40)% increased Impale Effect
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Attack, Projectile. Level: 1–20. Attack Speed: 110% of base. Attack Damage: 160–240% of base. Effectiveness of Added Damage: 160–240%. Requires Level 1
Throws an intangible spectral copy of your melee weapon. It flies out and then becomes tangible as it returns to you, in a spinning attack that only hits and damages enemies while returning.
Additional Effects From Quality: Projectiles that have Pierced deal (0–10)% more Damage
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Attack, Duration, Melee, Strike, Chaos. Level: 1–20. Effectiveness of Added Damage: 90–154%. Requires Level 1
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Additional Effects From Quality: +(0–40)% more Damage with Poison
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Duration, Minion, Spell. Level: 1–20. Cast Time: 0.60 sec. Requires Level 4
Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.
Additional Effects From Quality: Maximum (0–1) Animated Weapon
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Duration, Minion, Spell, Physical. Level: 1–20. Cast Time: 0.75 sec. Requires Level 4
Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Additional Effects From Quality: Maximum (0–2) Animated Weapons
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Trap, Spell, Duration, Physical. Level: 1–20. Cooldown Time: 4.00 sec (3 Times). Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 150%. Requires Level 4
Throws a trap that damages and impales a single enemy, and immobilises them for a duration based on how much damage was dealt. Modifiers to spell damage do not affect this skill’s damage.
Additional Effects From Quality: (0–80)% increased Impale Effect
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Spell, AoE, Fire. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Radius: 22. Requires Level 4
Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
Additional Effects From Quality: Explosion deals base Fire Damage equal to (0–5)% of the corpse’s Maximum Life
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Spell, AoE, Fire. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Radius: 22. Requires Level 4
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Attack, Projectile, Totem, Physical, Bow. Level: 1–20. Attack Speed: 40% of base. Attack Damage: 49–57% of base. Effectiveness of Added Damage: 49–57%. Requires Level 4
Summons a ballista totem that consumes your Steel Shards to fire multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow. Steel Shards are gained with the Call of Steel Skill.
Additional Effects From Quality: (0–40)% increased Projectile Speed
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Attack, Minion, Duration, Movement, Travel, Bow. Level: 1–20. Cooldown Time: 3.00 sec. Requires Level 10
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Attack, Minion, Duration, Movement, Travel, Prismatic, Bow. Level: 1–20. Cooldown Time: 3.00 sec. Requires Level 10
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Critical, Attack, Melee, Strike, Movement, Duration. Level: 1–20. Cooldown Time: 2.00 sec. Attack Speed: 120% of base. Attack Damage: 142–210% of base. Effectiveness of Added Damage: 142–210%. Requires Level 10
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
Additional Effects From Quality: (0–20)% chance to gain a Power Charge on Critical Strike
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Attack, Minion, Duration, Movement, Travel, Bow. Level: 1–20. Cooldown Time: 3.00 sec. Requires Level 10
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Attack, Minion, Duration, Movement, Travel, Prismatic, Bow. Level: 1–20. Cooldown Time: 3.00 sec. Requires Level 10
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 50–60%. Requires Level 12
After a short preparation time, you fire projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
Additional Effects From Quality: The first and final shots of the sequence fire (0–4) additional Projectiles simultaneously
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Trap, Attack, AoE, Duration. Level: 1–20. Cooldown Time: 8.00 sec (3 Times). Effectiveness of Added Damage: 100–140%. Requires Level 12
Throws a trap which, once triggered, swings two copies of your equipped Two Handed Sword around it in circles for a duration, each repeatedly damaging enemies it spins through
Additional Effects From Quality: Base duration is (0–0.5) seconds
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Trap, Attack, AoE, Physical. Level: 1–20. Effectiveness of Added Damage: 140–180%. Requires Level 12
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each damaging enemies it spins through.
Additional Effects From Quality: +(0–20)% more Damage with Bleeding
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Spell, AoE, Duration, Physical. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%. Radius: 14. Requires Level 12
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Additional Effects From Quality: Base duration is (0–0.2) seconds
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Trap, Spell, Duration, AoE, Fire. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%. Radius: 15. Requires Level 12
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies.
Additional Effects From Quality: (0–80)% increased Trap Trigger Area of Effect
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Attack, AoE, Melee. Level: 1–20. Attack Speed: 40% of base. Attack Damage: 200–310% of base. Effectiveness of Added Damage: 200–310%. Requires Level 12
Slashes twice, releasing wide waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a Two Handed Axe or Two Handed Sword.
Additional Effects From Quality: +(0–0.5) metres to radius
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Attack, AoE, Physical, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 80–120% of base. Effectiveness of Added Damage: 80–120%. Requires Level 12
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a One Handed Axe or One Handed Sword.
Additional Effects From Quality: +(0–40)% more Damage with Bleeding
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Attack, Projectile, Lightning, Bow. Level: 1–20. Effectiveness of Added Damage: 65–75%. AoE Radius: 18. Requires Level 12
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Additional Effects From Quality: Arrows deal Damage final target (0–1) additional time after sticking in
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Attack, Projectile, Melee, Strike, Lightning, Chaining. Level: 1–20. Effectiveness of Added Damage: 110–200%. Requires Level 12
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Additional Effects From Quality: Chains +(0–2) Times
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Attack, AoE, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 36–45%. Radius: 24. Requires Level 12
Fires multiple arrows into the air, to land in sequence after a delay, starting in front of you and proceeding in a line in the direction of the target. Each arrow deals damage in an area around it.
Additional Effects From Quality: Fires +(0–4) Arrows
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Attack, AoE, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 25–35%. Radius: 24. Requires Level 12
Fires multiple arrows into the air, to slowly land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Additional Effects From Quality: Fires +(0–8) Arrows
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Attack, AoE, Melee. Level: 1–20. Effectiveness of Added Damage: 170–250%. Radius: 14. Requires Level 12
Attacks an area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Additional Effects From Quality: +(0–2) to maximum Stages
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Attack, Projectile, AoE, Physical, Duration. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 100–159% of base. Effectiveness of Added Damage: 100–159%. AoE Radius: 28. Requires Level 12
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Additional Effects From Quality: (0–40)% increased Impale Effect
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Attack, Projectile, Totem, Bow. Level: 1–20. Attack Speed: 50% of base. Attack Damage: 90–130% of base. Effectiveness of Added Damage: 90–130%. Requires Level 12
Summons a ballista totem that attacks with forking arrows.
Additional Effects From Quality: Projectiles have (0–40)% chance for an additional Projectile when Forking
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Attack, AoE, Chaos, Duration, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 60–85%. AoE Radius: 18. Requires Level 12
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
Additional Effects From Quality: Fires +(0–2) Arrows
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Attack, AoE, Chaos, Duration, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 50–73%. AoE Radius: 18. Requires Level 12
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Additional Effects From Quality: Base duration is (0–0.1) seconds
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Spell, AoE, Fire, Duration. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 210%. AoE Radius: 15. Requires Level 12
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Spell, AoE, Fire. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 170%. AoE Radius: 15. Requires Level 12
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Additional Effects From Quality: (0–40)% increased Orb Movement Speed
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Spell, AoE, Physical, Nova. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 250%. Requires Level 16
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Additional Effects From Quality: Base radius is (0–0.1) metres
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Spell, AoE, Physical, Nova. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%. Requires Level 16
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Attack, Projectile, Melee, Strike, Bow. Level: 1–20. Effectiveness of Added Damage: 115–135%. Requires Level 16
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Additional Effects From Quality: (0–2)% more Attack Damage per Frenzy Charge
(0–2)% more Attack Speed per Frenzy Charge |
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Critical, Spell, AoE, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. AoE Length: 12. AoE Radius: 44+6/stage. Requires Level 28
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
Additional Effects From Quality: 1 Volley
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Critical, Spell, AoE, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 10.00%. Effectiveness of Added Damage: 140%. AoE Length: 12. AoE Radius: 44+6/stage. Requires Level 28
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Additional Effects From Quality: (0–40)% increased Impale Effect
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Critical, Attack, AoE, Channelling, Physical, Melee. Level: 1–20. Attack Speed: 160% of base. Attack Damage: 32–49% of base. Effectiveness of Added Damage: 32–49%. Requires Level 28
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The critical strike chance is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Additional Effects From Quality: (0–5)% more Critical Strike Chance for each Stage
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Spell, AoE, Fire, Duration, Projectile, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. AoE Radius: 15. Requires Level 28
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Additional Effects From Quality: Fires Projectiles (0–10)% faster
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Spell, AoE, Fire, Duration, Projectile, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 70%. AoE Radius: 15. Requires Level 28
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Additional Effects From Quality: Fires Projectiles (0–10)% faster
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Attack, AoE, Movement, Channelling, Physical, Melee. Level: 1–20. Attack Speed: 160% of base. Attack Damage: 44–59% of base. Effectiveness of Added Damage: 44–59%. Radius: 16. Requires Level 28
Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
Additional Effects From Quality: (0–5)% more Attack Speed per Stage
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Critical, Attack, AoE, Fire, Cold, Lightning, Projectile. Level: 1–20. Attack Speed: 115% of base. Requires Level 28
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Additional Effects From Quality: (0–15)% reduced Flask Charges used
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Trap, Spell, AoE, Cold. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 340%. AoE Radius: 18/9/6. Requires Level 28
Throws a trap that creates a series of icy runic explosions in a circle around itself when triggered, dealing cold damage to all enemies caught in the blasts.
Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
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Attack, Projectile, Physical. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 160–220% of base. Effectiveness of Added Damage: 160–220%. Requires Level 28
Thrust an Axe or Sword forward to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it.
Additional Effects From Quality: Fires +(0–2) Projectiles
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Trap, Spell, AoE, Physical. Level: 1–20. Cooldown Time: 0.75 sec (6 Times). Cast Time: 1.00 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 240%. AoE Radius: 12. Requires Level 28
Throws a trap which, once triggered, releases a number of waves. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.
Additional Effects From Quality: Releases (0–1) waves
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Attack, Projectile, Chaos, Bow. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 90–125% of base. Effectiveness of Added Damage: 90–125%. Requires Level 28
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Additional Effects From Quality: Each Spore Pod fires (0–1) Thorn Arrows
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Attack, AoE, Lightning, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 65–90%. Requires Level 28
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
Additional Effects From Quality: Each Arrow can fire (0–1) Beam
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Attack, AoE, Lightning, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 110–170%. Requires Level 28
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Additional Effects From Quality: Each Arrow can fire (0–2) Beams
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Attack, Projectile, Cold. Level: 1–20. Attack Time: 0.75 sec. Critical Strike Chance: 5.00%. Requires Level 28
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Additional Effects From Quality: (0–20)% more Projectile Speed
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Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 175–210%. Requires Level 28
Fires a single payload arrow into the air to land at a targeted location. It will then fire arrows out in all directions from that point.
Additional Effects From Quality: Fires +(0–4) Arrows
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Attack, Melee, Strike, Lightning, Cold, Fire, Projectile, AoE, Chaining, Prismatic. Level: 1–20. Effectiveness of Added Damage: 130–240%. AoE Radius: 24. Requires Level 28
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Additional Effects From Quality: (0–20)% chance to Freeze, Shock and Ignite
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Cold, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Cold, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.
Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
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Spell, Chaos, AoE, Channelling, Duration. Level: 1–20. Cast Time: 0.25 sec. Requires Level 1
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren’t already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion.
Additional Effects From Quality: Base duration is (0–1) seconds
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Spell, Chaos, AoE, Channelling, Duration. Level: 1–20. Cast Time: 0.30 sec. Requires Level 1
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren’t already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration.
Additional Effects From Quality: Base secondary duration is (0–1) seconds
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Attack, Projectile. Level: 1–20. Effectiveness of Added Damage: 65–85%. Requires Level 1
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
Additional Effects From Quality: Increases and Reductions to Spell Damage also apply to Attack Damage from this Skill at (0–50)% of their value
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Critical, Spell, AoE, Lightning, Channelling. Level: 1–20. Cast Time: 0.23 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%. Radius: 22. Requires Level 1
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
Additional Effects From Quality: +(0–40)% to Critical Strike Multiplier
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Spell, AoE, Lightning, Channelling. Level: 1–20. Cast Time: 0.23 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 150%. Radius: 22. Requires Level 1
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, Minion. Level: 1–20. Cast Time: 0.85 sec. Requires Level 1
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike and an area of effect slam which cannot be evaded.
Additional Effects From Quality: Maximum (0–1) Raised Zombie
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Spell, Minion. Level: 1–20. Cast Time: 0.75 sec. Requires Level 1
Raises necromantic energies into the sky above a targeted location, where they coalese into a zombie minion. The minion then attacks by falling to the ground, causing an impact that deals damage in an area and kills the zombie.
Additional Effects From Quality: Minions have (0–15)% chance to deal Double Damage
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Fire, Spell, AoE, Duration, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.50%. Effectiveness of Added Damage: 200%. Requires Level 1
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
Additional Effects From Quality: Shockwave deals (0–20)% more Damage
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Spell, Projectile, Duration, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 200%. Requires Level 1
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Additional Effects From Quality: Fires +(0–2) Projectiles
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Spell, Projectile, Duration, Lightning. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%. Requires Level 1
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Additional Effects From Quality: Fires +(0–2) Projectiles
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Spell, AoE, Duration, Chaos. Level: 1–20. Cast Time: 0.85 sec. Requires Level 4
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Duration, Chaos. Level: 1–20. Cast Time: 0.85 sec. Requires Level 4
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Duration, Cold. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%. AoE Radius: 24. Requires Level 4
Creates a crystal which lasts for a duration. When the crystal’s duration ends, it explodes, dealing cold damage to enemies around it.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Duration, Cold. Level: 1–20. Cooldown Time: 4.00 sec. Cast Time: 0.50 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 310%. AoE Radius: 24. Requires Level 4
Creates a crystal which lasts for a duration. When the crystal’s duration ends, it explodes, dealing heavy cold damage to enemies around it.
Additional Effects From Quality: Base duration is (0–0.5) seconds
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Spell, Movement, Cold, Travel, AoE. Level: 1–20. Cast Time: 0.85 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 180%. AoE Radius: 20. Chilled Ground Radius: 16. Requires Level 4
Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
Additional Effects From Quality: (0–4)% more Damage with Hits per 5% Chill Effect on Enemy
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Spell, Minion, Duration, Fire. Level: 1–20. Cast Time: 0.80 sec. Requires Level 4
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.
Additional Effects From Quality: Minions have +(0–40)% to Critical Strike Multiplier
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Movement, Spell, AoE, Fire, Travel, Minion. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. AoE Radius: 10. Requires Level 10
Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
Additional Effects From Quality: Explosion deals base Fire Damage equal to (0–4)% of the Minion’s maximum Life
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Spell, Movement, Duration, Fire. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%. Requires Level 10
Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine.
Additional Effects From Quality: (0–40)% increased maximum travel distance
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Spell, Minion, Duration. Level: 1–20. Cast Time: 0.50 sec. Requires Level 10
Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration.
Additional Effects From Quality: Maximum (0–1) Summoned Skeleton
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Spell, Minion, Duration, Prismatic. Level: 1–20. Cast Time: 0.50 sec. Requires Level 10
Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration.
Additional Effects From Quality: Maximum (0–1) Summoned Skeleton
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Spell, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 230%. Requires Level 12
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
Additional Effects From Quality: Beam Splits towards (0–2) additional targets
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Spell, Chaining, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%. Requires Level 12
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
Additional Effects From Quality: Chains +(0–1) Times
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Spell, Projectile, Duration, Chaos, AoE. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 140%. AoE Radius: 8. Requires Level 12
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Additional Effects From Quality: Base duration is (0–0.4) seconds
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Spell, Projectile, Duration, Chaos, AoE. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 310%. AoE Radius: 8. Requires Level 12
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Additional Effects From Quality: Regenerate (0–0.5)% of Debuff Damage as Life
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Spell, Fire, Duration, Channelling. Level: 1–20. Cast Time: 0.18 sec. Requires Level 12
Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam’s damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.
Additional Effects From Quality: Additional Debuff stages add (100–104)% of Damage
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Spell, AoE, Fire, Duration. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 280%. Radius: 30. Requires Level 12
Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don’t apply to this burning ground.
Additional Effects From Quality: Burning ground deals +(0–10)% of Fire Damage per second of inflicted Ignite
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Mine, Critical, Spell, Projectile, Cold, Aura, AoE. Level: 1–20. Reservation: 3–6 Mana. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 130%. Requires Level 12
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Additional Effects From Quality: Fires +(0–2) Projectiles
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Mine, Critical, Spell, Projectile, Cold, Aura, AoE. Level: 1–20. Reservation: 15 Mana. Cast Time: 0.75 sec. Critical Strike Chance: 4.00%. Effectiveness of Added Damage: 90%. Requires Level 12
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Additional Effects From Quality: (0–20)% increased effect of Aura
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Spell, AoE, Cold, Nova. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 130%. Radius: 30. Requires Level 12
A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Spell, AoE, Cold, Nova. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 140%. Radius: 30. Requires Level 12
A circle of ice expands from the caster.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 330%. Requires Level 12
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Additional Effects From Quality: Projectiles Split towards (0–2) targets
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Trap, Critical, Spell, Projectile, Lightning. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 285%. Requires Level 12
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
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Critical, Attack, Projectile. Level: 1–20. Requires Level 12
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Additional Effects From Quality: Deals Added Lightning Damage equal to (0–3)% of maximum Mana
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Lightning, Spell, AoE, Chaining, Duration, Brand. Level: 1–20. Cast Time: 0.35 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 85%. AoE Radius: 9. Requires Level 12
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
Additional Effects From Quality: Deals (0–20)% more Damage with Hits against Branded Enemy
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Critical, Spell, AoE, Cold. Level: 1–20. Cooldown Time: 3.00 sec. Cast Time: 0.60 sec. Critical Strike Chance: 10.00%. Effectiveness of Added Damage: 320%. Radius: 16. Requires Level 16
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Additional Effects From Quality: (0–20)% chance to gain a Power Charge on Critical Strike
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Spell, AoE, Chaos, Projectile. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 110%. Requires Level 16
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
Additional Effects From Quality: Fires extra Projectiles at up to (0–2) surrounding Enemies
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Spell, AoE, Duration, Lightning, Chaining, Orb. Level: 1–20. Cast Time: 0.50 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 320%. Requires Level 16
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.
Additional Effects From Quality: Buff Grants (0–20)% chance to Shock enemies
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Spell, AoE, Fire. Level: 1–20. Cooldown Time: 0.30 sec. Cast Time: Instant. Radius: 18. Requires Level 16
Engulfs you in magical fire that rapidly burns you and nearby enemies. The effect ends when you have 1 life remaining.
Additional Effects From Quality: Base radius is (0–0.3) metres
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Chaos, Trigger, Spell, AoE, Duration, Hex. Level: 1–20. Cast Time: 0.60 sec. Requires Level 24
Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Additional Effects From Quality: Base duration is (0–0.2) seconds
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Spell, AoE, Fire, Duration, Brand. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 7.50%. Effectiveness of Added Damage: 370%. Requires Level 28
Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Fire, Duration, Brand. Level: 1–20. Cast Time: 0.40 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 300%. Requires Level 28
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, Projectile, AoE, Lightning. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 50%. Radius: 18. Requires Level 28
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Lightning, Orb. Level: 1–20. Cooldown Time: 1.50 sec (3 Times). Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 90%. Radius: 18. Requires Level 28
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo.
Additional Effects From Quality: (0–20)% increased Cooldown Recovery Rate
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Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%. Requires Level 28
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Additional Effects From Quality: (0–20)% more Area of Effect
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Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 300%. Requires Level 28
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Additional Effects From Quality: +(0–10)% to Maximum Effect of Shock
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Spell, AoE, Fire, Cold, Lightning, Nova. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 7.00%. Effectiveness of Added Damage: 180%. Radius: 30. Requires Level 28
Discharge all the character’s charges to deal elemental damage to all nearby monsters.
Additional Effects From Quality: (0–10)% chance to deal Damage without removing Charges
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Lightning, Spell, AoE, Channelling, Physical. Level: 1–20. Cast Time: 0.22 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%. Requires Level 28
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Additional Effects From Quality: Damages (0–4) nearby Enemies when you gain Stages
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Lightning, Spell, AoE, Channelling, Physical. Level: 1–20. Cast Time: 0.22 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 90%. Requires Level 28
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
Additional Effects From Quality: (0–20)% increased beam width
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Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 70%. Requires Level 28
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Additional Effects From Quality: Fires +(0–2) Shard Projectiles in a Spiral when Projectile ends
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Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Requires Level 28
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Additional Effects From Quality: Projectiles continuously gain Damage, up to (0–15)% more Damage by the time they dissipate
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Mine, Spell, Projectile, Fire, AoE, Aura, Nova. Level: 1–20. Reservation: 16–24 Mana. Cast Time: 0.18 sec. Critical Strike Chance: 5.50%. Requires Level 28
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area.
Additional Effects From Quality: Fires +(0–1) Projectile
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Spell, AoE, Fire. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 370%. Radius: 25, 10. Requires Level 28
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Duration, Fire. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 120%. Radius: 25, 10. Requires Level 28
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Additional Effects From Quality: Maximum (0–2) Firestorms at a time
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Spell, AoE, Fire, Channelling. Level: 1–20. Cast Time: 0.25 sec. Critical Strike Chance: 5.00%. AoE Radius: 2+3/stage. Requires Level 28
Channels to build up an explosion, which is released when you stop using the skill or automatically at maximum stages. The longer you channel, the larger the area of effect and damage of the explosion.
Additional Effects From Quality: +(0–0.2) metres to radius per Stage
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Spell, AoE, Fire, Channelling. Level: 1–20. Cast Time: 0.20 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 30%. AoE Radius: 2+3/stage. Requires Level 28
Channels to concentrate an explosion, which is released when you stop using the skill. The longer you channel, the larger the damage of the explosion, but the smaller the area.
Additional Effects From Quality: (0–1) maximum Stages
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Spell, AoE, Cold, Duration, Nova. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%. Requires Level 28
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Additional Effects From Quality: +(0–0.2) metres to radius
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Spell, AoE, Cold, Physical. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 130%. Requires Level 28
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Additional Effects From Quality: Causes (0–2) Bursts
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Spell, AoE, Chaos, Hex. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 340%. Requires Level 28
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Additional Effects From Quality: Hexblast has (0–10)% chance to not remove a Hex
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Spell, AoE, Chaos, Hex. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 310%. Requires Level 28
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%. Requires Level 28
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Additional Effects From Quality: Hits up to (0–4) Enemies
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Trap, Spell, Duration, AoE, Lightning. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. AoE Radius: 24. Requires Level 28
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
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Trap, Spell, Duration, AoE, Lightning. Level: 1–20. Cooldown Time: 10.00 sec. Cast Time: 1.00 sec. Critical Strike Chance: 100.00%. Effectiveness of Added Damage: 170%. AoE Radius: 24. Requires Level 28
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Additional Effects From Quality: Strikes (0–2) Areas
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Spell, AoE, Physical, Lightning, Duration, Brand. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 65%. AoE Radius: 8+1/energy. Requires Level 28
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy.
Additional Effects From Quality: Deals (0–10)% more Damage with Hits against Branded Enemy
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Spell, AoE, Physical, Lightning, Duration, Brand. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 110%. AoE Radius: 8+1/energy. Requires Level 28
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Additional Effects From Quality: Deals (0–20)% more Damage with Hits against Branded Enemy
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Spell, Minion, Duration. Level: 1–20. Cast Time: 0.70 sec. Requires Level 28
Raises a spectral version of a defeated foe as a temporary minion to fight for you in battle for a duration.
Additional Effects From Quality: Maximum (0–1) Raised Spectre
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Chaos, Spell, Projectile. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 7.00%. Effectiveness of Added Damage: 400%. Requires Level 28
Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
Additional Effects From Quality: (0–40)% increased Projectile Speed
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Chaos, Spell, AoE, Duration, Projectile. Level: 1–20. Cast Time: 0.90 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 170%. Requires Level 28
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Additional Effects From Quality: Base duration is (0–0.2) seconds
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Spell, AoE, Channelling, Lightning, Duration, Arcane, Movement, Travel, Blink. Level: 1–20. Cast Time: 0.12 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%. Requires Level 28
Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. Release to detonate the targeted rune, which will cause other runes to detonate in a chain reaction. Detonation can teleport you to the targeted Rune.
Additional Effects From Quality: Runes have (0–10)% more Area of Effect for each time they have been Improved
Additional Effects From Quality: (0–10)% increased Cast Speed
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Minion, Spell. Level: 1–20. Cast Time: 0.85 sec. Requires Level 28
Summons a Reaper which uses a variety of slashing area attacks. The presence of any Reapers weakens your other non-Reaper minions, and Reapers will consume them to temporarily empower and heal themselves.
Additional Effects From Quality: (0–40)% increased Minion Movement Speed
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Physical, Minion, Spell. Level: 1–20. Cast Time: 1.00 sec. Requires Level 28
Summons a powerful Reaper which passively follows you without attacking enemies. The Reaper’s presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack. Cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
Additional Effects From Quality: Minion’s Attacks have (0–20)% chance to inflict Bleeding
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Physical, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Physical, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 6.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Additional Effects From Quality: Minions Regenerate (0–2)% of Life per second
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Chaos, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Chaos Golem. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Chaos, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 6.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Chaos Golem. The Chaos Golem can cast a powerful damage over time Chaos aura that Withers enemies in addition to its melee attack.
Additional Effects From Quality: Minions have (0–20)% chance to inflict Withered on Hit
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Lightning, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec. Requires Level 34
Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
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Spell, AoE, Duration, Physical, Chaos, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 190%. Requires Level 34
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Additional Effects From Quality: Base radius is (0–0.2) metres
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Transfigured Gems – a unique twist on Path of Exile: Affliction – hold the potential to unlock hidden powers and unleash transformative gameplay experiences. Let’s delve into their intriguing mechanics and explore how they can elevate your adventures in the Viridian Wildwood:
Unveiling the Transformation:
Unleashing the Power:
Ethical Considerations:
Transfigured Gems offer a thrilling layer of discovery and customization within Affliction. Embrace their unpredictable nature, explore their transformative potential, and wield their power with respect and a sense of adventure! Together with your fellow Exiles, you can unravel the secrets of these unique gems and shape your own path to glory in the Wildwood.
Remember, creativity and ethical gameplay are crucial for navigating the world of Affliction and harnessing the power of its Transfigured Gems. As you embark on this exciting journey, remember to stay safe, be respectful, and let your curiosity guide the way!
Feel free to ask any further questions about specific Transfigured Gem effects, strategies for unlocking their potential, or navigating the ethical considerations surrounding their use. I’m here to guide you as you explore the hidden magic of Affliction and unleash the transformative power of its Transfigured Gems!