Skill Gem /46
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
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.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
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.
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
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.
A shocking arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains from an enemy, it will do so simultaneously to two further enemies, but never to enemies that have already been hit by any of these chains. Also grants a buff making your Arc damage lucky for a short duration.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Fire damages and ignites those around a targeted enemy. This effect chains and repeats on other enemy targets.
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
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.
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.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
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.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Thrust an Axe or Sword forward, consuming your Steel Shards 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. Steel Shards are gained with the Call of Steel Skill.
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.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
Gain an Incubating buff, adding to its Plague Value as you inflict poisons. Use the skill again to begin Infecting, dealing chaos damage over time to nearby enemies until the Plague Value is depleted. Your damage modifiers don't apply to this skill's damage. Using the skill again alternates between Incubating and Infecting.
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants movement speed.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
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. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
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.
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.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Casts an aura that deals Chaos Damage over Time to nearby Enemies. This skill cannot be cast by Totems.
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.
Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Skill Gem Quality /34
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–80)% increased Trap Trigger Area of Effect
(0–80)% increased Trap Trigger Area of Effect
(0–80)% increased Area of Effect angle
(0–80)% increased Area of Effect angle
(0–80)% increased Area of Effect angle
(0–5)% increased Area of Effect per 0.1 metre additional Melee Strike Range
(0–5)% increased Area of Effect per 0.1 metre additional Melee Strike Range
(0–10)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–40)% increased Area of Effect
(0–5)% more Damage while in Blood Stance(0–20)% more Area of Effect while in Sand Stance
(0–40)% increased Area of Effect
Runes have +(0–10)% more Area of Effect per Improvement
Runes have +(0–10)% more Area of Effect per Improvement
(0–20)% more Area of Effect per Blade Vortex blade detonated
(0–20)% more Area of Effect
Central wave has (0–40)% more Area of Effect
Support Gem /17
Supports any skill. Minions, Totems, Traps and Mines cannot gain Inspiration Charges.
Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.
Supports projectile skills, and any other skills that chain.
Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Must support both a melee attack skill and a spell skill to work. The attack skill will trigger a spell when it kills an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will have a chance to be triggered when you are stunned. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Supports skills which create Minions.
Supports skills which create Minions.
Supports melee attack skills, making them repeat three times when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Must support both an attack skill and a spell skill to work. The attack skill will trigger a spell when it critically strikes an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Supports projectile skills, and any other skills that chain.
Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills with a reservation cannot be triggered.
Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Supports link skills.
Support Gem Quality /15
Supported Skills have (0–10)% increased Area of Effect
Supported Skills have (0–20)% increased Trap Trigger Area of Effect
Supported Skills have (0–60)% increased Area of Effect while Dead
Supported Skills have (0–40)% increased Aura Area of Effect
(0–20)% increased Area of Effect of Supported Curse Skills
Supported Skills have (0–20)% increased Trap Trigger Area of Effect
Supported Skills have (0–10)% increased Area of Effect
Supported Skills have (0–10)% increased Area of Effect
Supported Skills have (0–40)% increased Aura Area of Effect
Supported Skills have (0–10)% increased Area of Effect
(0–20)% increased Area of Effect of Supported Curse Skills
Supported Skills have (0–10)% increased Area of Effect
Supported Skills have (0–10)% increased Area of Effect
(0–10)% increased Area of Effect of Supported Curse Skills
Supported Skills have (0–10)% increased Area of Effect
Item mods /140
NameLevelPre/SufDescriptionWeight
1Corrupted(8–10)% increased Area of Effectbelt 1000
default 0
1Corrupted(15–20)% increased Area of Effectdagger 0
claw 0
rapier 0
one_hand_weapon 1000
default 0
1Corrupted(25–30)% increased Area of Effectbow 0
two_hand_weapon 1000
default 0
The Shaper's68PrefixSocketed Gems are Supported by Level 16 Increased Area of Effect
(7–9)% increased Area of Effect
Gem
helmet_shaper 800
default 0
The Shaper's75PrefixSocketed Gems are Supported by Level 18 Increased Area of Effect
(10–12)% increased Area of Effect
Gem
helmet_shaper 800
default 0
The Shaper's83PrefixSocketed Gems are Supported by Level 20 Increased Area of Effect
(13–15)% increased Area of Effect
Gem
helmet_shaper 800
default 0
The Elder's68Prefix(7–9)% increased Area of Effectamulet_elder 800
quiver_elder 800
shield_elder 800
default 0
The Elder's75Prefix(10–12)% increased Area of Effectamulet_elder 600
quiver_elder 600
shield_elder 600
default 0
The Elder's82Prefix(13–15)% increased Area of Effectamulet_elder 400
quiver_elder 400
shield_elder 400
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 16 Ancestral Call
(5–8)% increased Area of Effect
Gem
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 18 Ancestral Call
(9–12)% increased Area of Effect
Gem
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
default 0
of the Elder80SuffixSocketed Gems are Supported by Level 20 Ancestral Call
(13–15)% increased Area of Effect
Gem
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
default 0
of the Elder68Suffix(5–10)% increased Area of Effect2h_sword_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
bow_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder75Suffix(11–15)% increased Area of Effect2h_sword_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
bow_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder82Suffix(16–20)% increased Area of Effect2h_sword_elder 1000
2h_axe_elder 1000
2h_mace_elder 1000
bow_elder 1000
staff_elder 1000
warstaff_elder 1000
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 16 Increased Area of Effect
(23–27)% increased Area Damage
Damage Gem
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 18 Increased Area of Effect
(28–32)% increased Area Damage
Damage Gem
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
default 0
of the Elder80SuffixSocketed Gems are Supported by Level 20 Increased Area of Effect
(33–37)% increased Area Damage
Damage Gem
sceptre_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
wand_elder 1000
default 0
of Shaping68SuffixSocketed Gems are Supported by Level 16 Spell Cascade
(5–8)% increased Area of Effect
Gem
sceptre_shaper 1000
rune_dagger_shaper 1000
wand_shaper 1000
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 18 Spell Cascade
(9–12)% increased Area of Effect
Gem
sceptre_shaper 1000
rune_dagger_shaper 1000
wand_shaper 1000
default 0
of Shaping80SuffixSocketed Gems are Supported by Level 20 Spell Cascade
(13–15)% increased Area of Effect
Gem
sceptre_shaper 1000
rune_dagger_shaper 1000
wand_shaper 1000
default 0
of the Elder68Suffix3% increased Area of Effect per 50 Strengthmace_elder 1000
default 0
of the Elder68Suffix(25–35)% increased Area of Effect if you have Stunned an Enemy Recently2h_mace_elder 1000
mace_elder 1000
default 0
of the Elder68Suffix5% increased Area of Effect per Endurance Charge2h_mace_elder 1000
default 0
Warlord's68PrefixWarcry Skills have (21–25)% increased Area of Effecthelmet_adjudicator 500
default 0
Warlord's75PrefixWarcry Skills have (26–30)% increased Area of Effecthelmet_adjudicator 500
default 0
Warlord's68Prefix(7–9)% increased Area of Effectshield_adjudicator 500
quiver_adjudicator 500
ring_adjudicator 500
amulet_adjudicator 500
default 0
Warlord's75Prefix(10–12)% increased Area of Effectshield_adjudicator 500
quiver_adjudicator 500
ring_adjudicator 500
amulet_adjudicator 500
default 0
Warlord's80Prefix(13–15)% increased Area of Effectshield_adjudicator 500
quiver_adjudicator 500
ring_adjudicator 500
amulet_adjudicator 500
default 0
Warlord's68Prefix(25–34)% increased Physical Damage
(10–15)% increased Area of Effect
Damage Physical Attack
mace_adjudicator 500
sceptre_adjudicator 500
staff_adjudicator 500
warstaff_adjudicator 500
2h_mace_adjudicator 500
default 0
Warlord's71Prefix(35–44)% increased Physical Damage
(10–15)% increased Area of Effect
Damage Physical Attack
mace_adjudicator 250
sceptre_adjudicator 250
staff_adjudicator 250
warstaff_adjudicator 250
2h_mace_adjudicator 250
default 0
Warlord's74Prefix(45–54)% increased Physical Damage
(10–15)% increased Area of Effect
Damage Physical Attack
mace_adjudicator 150
sceptre_adjudicator 150
staff_adjudicator 150
warstaff_adjudicator 150
2h_mace_adjudicator 150
default 0
Warlord's77Prefix(55–64)% increased Physical Damage
(10–15)% increased Area of Effect
Damage Physical Attack
mace_adjudicator 100
sceptre_adjudicator 100
staff_adjudicator 100
warstaff_adjudicator 100
2h_mace_adjudicator 100
default 0
Warlord's80Prefix(65–69)% increased Physical Damage
(10–15)% increased Area of Effect
Damage Physical Attack
mace_adjudicator 50
sceptre_adjudicator 50
staff_adjudicator 50
warstaff_adjudicator 50
2h_mace_adjudicator 50
default 0
of the Crusade68Suffix(26–30)% increased Area of Effect if you have Stunned an Enemy Recentlymace_crusader 500
default 0
of the Crusade73Suffix(31–35)% increased Area of Effect if you have Stunned an Enemy Recentlymace_crusader 500
default 0
of the Crusade68Suffix(36–40)% increased Area of Effect if you have Stunned an Enemy Recently2h_mace_crusader 500
default 0
of the Crusade73Suffix(41–45)% increased Area of Effect if you have Stunned an Enemy Recently2h_mace_crusader 500
default 0
of the Hunt68Suffix(17–21)% increased Area of Effect if you've Killed Recentlymace_basilisk 500
default 0
of the Hunt73Suffix(22–25)% increased Area of Effect if you've Killed Recentlymace_basilisk 500
default 0
of the Hunt68Suffix(27–31)% increased Area of Effect if you've Killed Recently2h_mace_basilisk 500
default 0
of the Hunt73Suffix(32–35)% increased Area of Effect if you've Killed Recently2h_mace_basilisk 500
default 0
1ScourgeUpside10% increased Area of Effectamulet 500
default 0
45ScourgeUpside11% increased Area of Effectamulet 500
default 0
68ScourgeUpside12% increased Area of Effectamulet 500
default 0
68ScourgeUpside13% increased Area of Effectamulet 500
default 0
75RedImplicit(7–8)% increased Area of Effectno_tier_6_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicit(9–10)% increased Area of Effectno_tier_5_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicit(11–12)% increased Area of Effectno_tier_4_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicit(13–14)% increased Area of Effectno_tier_3_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicit(15–16)% increased Area of Effectno_tier_2_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicit(17–18)% increased Area of Effectno_tier_1_eldritch_implicit 0
helmet 500
amulet 500
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (15–16)% increased Area of Effectno_tier_5_eldritch_implicit 0
helmet 250
amulet 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (17–18)% increased Area of Effectno_tier_4_eldritch_implicit 0
helmet 250
amulet 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (19–20)% increased Area of Effectno_tier_3_eldritch_implicit 0
helmet 250
amulet 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (21–22)% increased Area of Effectno_tier_2_eldritch_implicit 0
helmet 250
amulet 250
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, (23–24)% increased Area of Effectno_tier_1_eldritch_implicit 0
helmet 250
amulet 250
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (23–24)% increased Area of Effectno_tier_4_eldritch_implicit 0
helmet 100
amulet 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (25–26)% increased Area of Effectno_tier_3_eldritch_implicit 0
helmet 100
amulet 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (27–28)% increased Area of Effectno_tier_2_eldritch_implicit 0
helmet 100
amulet 100
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (29–30)% increased Area of Effectno_tier_1_eldritch_implicit 0
helmet 100
amulet 100
default 0
75BlueImplicitInfernal Cry has (15–17)% increased Area of Effectno_tier_6_eldritch_implicit 0
boots 300
default 0
75BlueImplicitInfernal Cry has (18–20)% increased Area of Effectno_tier_5_eldritch_implicit 0
boots 300
default 0
75BlueImplicitInfernal Cry has (21–23)% increased Area of Effectno_tier_4_eldritch_implicit 0
boots 300
default 0
75BlueImplicitInfernal Cry has (24–26)% increased Area of Effectno_tier_3_eldritch_implicit 0
boots 300
default 0
75BlueImplicitInfernal Cry has (27–29)% increased Area of Effectno_tier_2_eldritch_implicit 0
boots 300
default 0
75BlueImplicitInfernal Cry has (30–32)% increased Area of Effectno_tier_1_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Infernal Cry has (27–29)% increased Area of Effectno_tier_5_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Infernal Cry has (30–32)% increased Area of Effectno_tier_4_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Infernal Cry has (33–35)% increased Area of Effectno_tier_3_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Infernal Cry has (36–38)% increased Area of Effectno_tier_2_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Infernal Cry has (39–41)% increased Area of Effectno_tier_1_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Infernal Cry has (39–41)% increased Area of Effectno_tier_4_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Infernal Cry has (42–44)% increased Area of Effectno_tier_3_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Infernal Cry has (45–47)% increased Area of Effectno_tier_2_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Infernal Cry has (48–50)% increased Area of Effectno_tier_1_eldritch_implicit 0
boots 60
default 0
75RedImplicitFlesh and Stone has (15–17)% increased Area of Effectno_tier_6_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitFlesh and Stone has (18–20)% increased Area of Effectno_tier_5_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitFlesh and Stone has (21–23)% increased Area of Effectno_tier_4_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitFlesh and Stone has (24–26)% increased Area of Effectno_tier_3_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitFlesh and Stone has (27–29)% increased Area of Effectno_tier_2_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitFlesh and Stone has (30–32)% increased Area of Effectno_tier_1_eldritch_implicit 0
body_armour 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Flesh and Stone has (27–29)% increased Area of Effectno_tier_5_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Flesh and Stone has (30–32)% increased Area of Effectno_tier_4_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Flesh and Stone has (33–35)% increased Area of Effectno_tier_3_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Flesh and Stone has (36–38)% increased Area of Effectno_tier_2_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, Flesh and Stone has (39–41)% increased Area of Effectno_tier_1_eldritch_implicit 0
body_armour 150
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Flesh and Stone has (39–41)% increased Area of Effectno_tier_4_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Flesh and Stone has (42–44)% increased Area of Effectno_tier_3_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Flesh and Stone has (45–47)% increased Area of Effectno_tier_2_eldritch_implicit 0
body_armour 60
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Flesh and Stone has (48–50)% increased Area of Effectno_tier_1_eldritch_implicit 0
body_armour 60
default 0
10WeaponTree10% reduced Area of Effect
25% increased Area of Effect if you've Killed at least 5 Enemies Recently
one_hand_weapon 400
shield 400
default 0
65WeaponTree10% reduced Area of Effect
30% increased Area of Effect if you've Killed at least 5 Enemies Recently
one_hand_weapon 400
shield 400
default 0
10WeaponTree20% reduced Area of Effect
50% increased Area of Effect if you've Killed at least 5 Enemies Recently
two_hand_weapon 400
default 0
65WeaponTree20% reduced Area of Effect
60% increased Area of Effect if you've Killed at least 5 Enemies Recently
two_hand_weapon 400
default 0
10WeaponTree20% increased Area of Effect
10% reduced Area of Effect if you've Killed Recently
one_hand_weapon 400
shield 400
default 0
65WeaponTree24% increased Area of Effect
10% reduced Area of Effect if you've Killed Recently
one_hand_weapon 400
shield 400
default 0
10WeaponTree32% increased Area of Effect
20% reduced Area of Effect if you've Killed Recently
two_hand_weapon 400
default 0
65WeaponTree40% increased Area of Effect
20% reduced Area of Effect if you've Killed Recently
two_hand_weapon 400
default 0
24WeaponTree20% reduced Area of Effect of Hex Skills
Hex Skills have 40% increased Skill Effect Duration
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
75WeaponTree20% reduced Area of Effect of Hex Skills
Hex Skills have 50% increased Skill Effect Duration
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
24WeaponTree30% reduced Area of Effect of Hex Skills
Hex Skills have 80% increased Skill Effect Duration
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
75WeaponTree30% reduced Area of Effect of Hex Skills
Hex Skills have 100% increased Skill Effect Duration
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
1WeaponTree25% increased Effect of Auras from Mines
Skills used by Mines have 40% reduced Area of Effect
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
60WeaponTree40% increased Effect of Auras from Mines
Skills used by Mines have 40% reduced Area of Effect
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
1WeaponTree50% increased Effect of Auras from Mines
Skills used by Mines have 60% reduced Area of Effect
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
60WeaponTree70% increased Effect of Auras from Mines
Skills used by Mines have 60% reduced Area of Effect
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
1WeaponTree40% reduced Trap Trigger Area of Effect
12% increased Trap Throwing Speed
one_hand_weapon 250
default 0
60WeaponTree40% reduced Trap Trigger Area of Effect
16% increased Trap Throwing Speed
one_hand_weapon 250
default 0
1WeaponTree60% reduced Trap Trigger Area of Effect
18% increased Trap Throwing Speed
two_hand_weapon 250
default 0
60WeaponTree60% reduced Trap Trigger Area of Effect
25% increased Trap Throwing Speed
two_hand_weapon 250
default 0
12WeaponTreeBrands have 25% increased Area of Effect if 50% of Attached Duration expired
Brand Skills have 20% reduced Duration
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
60WeaponTreeBrands have 40% increased Area of Effect if 50% of Attached Duration expired
Brand Skills have 20% reduced Duration
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
12WeaponTreeBrands have 45% increased Area of Effect if 50% of Attached Duration expired
Brand Skills have 30% reduced Duration
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
60WeaponTreeBrands have 60% increased Area of Effect if 50% of Attached Duration expired
Brand Skills have 30% reduced Duration
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
10WeaponTree20% increased Warcry Buff Effect
Warcry Skills have 20% reduced Area of Effect
ranged 0
one_hand_weapon 250
default 0
60WeaponTree30% increased Warcry Buff Effect
Warcry Skills have 20% reduced Area of Effect
ranged 0
one_hand_weapon 250
default 0
10WeaponTree35% increased Warcry Buff Effect
Warcry Skills have 30% reduced Area of Effect
ranged 0
two_hand_weapon 250
default 0
60WeaponTree50% increased Warcry Buff Effect
Warcry Skills have 30% reduced Area of Effect
ranged 0
two_hand_weapon 250
default 0
1WeaponTree14% increased Area of Effect if Intelligence is below 100wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree20% increased Area of Effect if Intelligence is below 100wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree24% increased Area of Effect if Intelligence is below 100two_hand_weapon 500
default 0
1WeaponTree32% increased Area of Effect if Intelligence is below 100two_hand_weapon 500
default 0
50WeaponTree-1 to Maximum Endurance Charges
8% increased Area of Effect per Endurance Charge
one_hand_weapon 150
shield 150
default 0
50WeaponTree-1 to Maximum Endurance Charges
12% increased Area of Effect per Endurance Charge
two_hand_weapon 150
default 0
1WeaponTreeMinions deal 15% reduced Damage
Minions have 20% increased Area of Effect
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
55WeaponTreeMinions deal 15% reduced Damage
Minions have 30% increased Area of Effect
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
1WeaponTreeMinions deal 30% reduced Damage
Minions have 40% increased Area of Effect
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
55WeaponTreeMinions deal 30% reduced Damage
Minions have 60% increased Area of Effect
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Increased Area of Effectone_hand_weapon 100
shield 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Increased Area of Effecttwo_hand_weapon 100
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Increased Area of Effectone_hand_weapon 25
shield 25
default 0
38WeaponTreeSocketed Gems are Supported by Level 10 Increased Area of Effecttwo_hand_weapon 25
default 0
1WeaponTreeFireball and Rolling Magma have 100% more Area of Effect
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeFireball and Rolling Magma have 200% more Area of Effect
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeFrost Bombs gain 50% increased Area of Effect when you Cast Frostblink
Strikes from Orb of Storms caused by Channelling near the Orb occur with 40% increased frequency
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeFrost Bombs gain 75% increased Area of Effect when you Cast Frostblink
Strikes from Orb of Storms caused by Channelling near the Orb occur with 60% increased frequency
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeBlight has 50% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
Wither has 50% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeBlight has 80% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
Wither has 80% increased Area of Effect per second you have been Channelling, up to a maximum of 200%
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
of Haunting12Suffix(15–25)% increased Area of Effectnecropolis_helmet 750
default 0
Enchantment Modifier /166
NameLevelPre/SufDescriptionWeight
Enchantment Dark Pact Area Of Effect 166Enchantment16% increased Dark Pact Area of Effect Caster Speedhelmet 100
default 0
Enchantment Dark Pact Area Of Effect 275Enchantment24% increased Dark Pact Area of Effect Caster Speedhelmet 100
default 0
Enchantment Absolution Minion Area of Effect 166EnchantmentSummoned Sentinels of Absolution have 16% increased Area of Effect Caster Minionhelmet 100
default 0
Enchantment Absolution Minion Area of Effect 275EnchantmentSummoned Sentinels of Absolution have 24% increased Area of Effect Caster Minionhelmet 100
default 0
Enchantment Bane Area Of Effect 166EnchantmentBane has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Bane Area Of Effect 275EnchantmentBane has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Ancestor Warchief Area Of Effect 166Enchantment16% increased Ancestral Warchief Totem Area of Effect Attackhelmet 100
default 0
Enchantment Ancestor Warchief Area Of Effect 275Enchantment24% increased Ancestral Warchief Totem Area of Effect Attackhelmet 100
default 0
66Enchantment8% increased Ancestral Blademaster Totem Area of Effect Attackhelmet 0
default 0
75Enchantment12% increased Ancestral Blademaster Totem Area of Effect Attackhelmet 0
default 0
Enchantment Creeping Frost Area Of Effect 166Enchantment16% increased Creeping Frost Area of Effect Casterhelmet 100
default 0
Enchantment Creeping Frost Area Of Effect 275Enchantment24% increased Creeping Frost Area of Effect Casterhelmet 75
default 0
Enchantment Ball Lightning Area Of Effect 166Enchantment16% increased Ball Lightning Area of Effect Casterhelmet 100
default 0
Enchantment Ball Lightning Area Of Effect 275Enchantment24% increased Ball Lightning Area of Effect Casterhelmet 100
default 0
Enchantment Bladefall Area Of Effect 166Enchantment16% increased Bladefall Area of Effect Casterhelmet 100
default 0
Enchantment Bladefall Area Of Effect 275Enchantment24% increased Bladefall Area of Effect Casterhelmet 75
default 0
Enchantment Blade Trap Area Of Effect 166Enchantment16% increased Blade Trap Area of Effect Attackhelmet 100
default 0
Enchantment Blade Trap Area Of Effect 275Enchantment24% increased Blade Trap Area of Effect Attackhelmet 100
default 0
Enchantment Blade Vortex Area Of Effect 166Enchantment16% increased Blade Vortex Area of Effect Casterhelmet 75
default 0
Enchantment Blade Vortex Area Of Effect 275Enchantment24% increased Blade Vortex Area of Effect Casterhelmet 75
default 0
Enchantment Blast Rain Area Of Effect 166EnchantmentBlast Rain has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Blast Rain Area Of Effect 275EnchantmentBlast Rain has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Blight Area Of Effect 166Enchantment16% increased Blight Area of Effect Casterhelmet 100
default 0
Enchantment Blight Area Of Effect 275Enchantment24% increased Blight Area of Effect Casterhelmet 100
default 0
Enchantment Reap Area Of Effect 166Enchantment16% increased Reap Area of Effect Casterhelmet 100
default 0
Enchantment Reap Area Of Effect 275Enchantment24% increased Reap Area of Effect Casterhelmet 100
default 0
Enchantment Caustic Arrow Area Of Effect 166Enchantment16% increased Caustic Arrow Area of Effect Attackhelmet 75
default 0
Enchantment Caustic Arrow Area Of Effect 275Enchantment24% increased Caustic Arrow Area of Effect Attackhelmet 75
default 0
Enchantment Blade Flurry Area Of Effect 166Enchantment16% increased Blade Flurry Area of Effect Attackhelmet 100
default 0
Enchantment Blade Flurry Area Of Effect 275Enchantment24% increased Blade Flurry Area of Effect Attackhelmet 100
default 0
Enchantment Cleave Area Of Effect 166Enchantment16% increased Cleave Area of Effect Attackhelmet 100
default 0
Enchantment Cleave Area Of Effect 275Enchantment24% increased Cleave Area of Effect Attackhelmet 100
default 0
Enchantment Cold Snap Area Of Effect 166Enchantment16% increased Cold Snap Area of Effect Casterhelmet 100
default 0
Enchantment Cold Snap Area Of Effect 275Enchantment24% increased Cold Snap Area of Effect Casterhelmet 100
default 0
Enchantment Contagion Radius 166Enchantment16% increased Contagion Area of Effect Casterhelmet 100
default 0
Enchantment Contagion Radius 275Enchantment24% increased Contagion Area of Effect Casterhelmet 100
default 0
Enchantment Consecrated Path Area Of Effect 166EnchantmentConsecrated Path has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Consecrated Path Area Of Effect 275EnchantmentConsecrated Path has 24% increased Area of Effect Attackhelmet 100
default 0
66Enchantment16% increased Dark Pact Area of Effect Casterhelmet 0
default 0
75Enchantment24% increased Dark Pact Area of Effect Casterhelmet 0
default 0
Enchantment Decoy Totem Area Of Effect 166Enchantment16% increased Decoy Totem Area of Effecthelmet 100
default 0
Enchantment Decoy Totem Area Of Effect 275Enchantment24% increased Decoy Totem Area of Effecthelmet 100
default 0
Enchantment Detonate Dead Area Of Effect 166Enchantment16% increased Detonate Dead Area of Effect Casterhelmet 100
default 0
Enchantment Detonate Dead Area Of Effect 275Enchantment24% increased Detonate Dead Area of Effect Casterhelmet 100
default 0
Enchantment Double Slash Area Of Effect 166Enchantment16% increased Lacerate Area of Effect Attackhelmet 100
default 0
Enchantment Double Slash Area Of Effect 275Enchantment24% increased Lacerate Area of Effect Attackhelmet 100
default 0
Enchantment Earthquake Area Of Effect 166Enchantment16% increased Earthquake Area of Effect Attackhelmet 100
default 0
Enchantment Earthquake Area Of Effect 275Enchantment24% increased Earthquake Area of Effect Attackhelmet 100
default 0
Enchantment Explosive Arrow Area Of Effect 166EnchantmentExplosive Arrow has 16% increased Area of Effect Attackhelmet 75
default 0
Enchantment Explosive Arrow Area Of Effect 275EnchantmentExplosive Arrow has 24% increased Area of Effect Attackhelmet 75
default 0
Enchantment Explosive Concoction Area Of Effect 166Enchantment16% increased Explosive Concoction Area of Effect Attackhelmet 100
default 0
Enchantment Explosive Concoction Area Of Effect 275Enchantment24% increased Explosive Concoction Area of Effect Attackhelmet 100
default 0
Enchantment Firestorm Explosion Area Of Effect 166Enchantment16% increased Firestorm explosion Area of Effect Casterhelmet 100
default 0
Enchantment Firestorm Explosion Area Of Effect 275Enchantment24% increased Firestorm explosion Area of Effect Casterhelmet 100
default 0
Enchantment Flameblast Area Of Effect 166Enchantment16% increased Flameblast Area of Effect Casterhelmet 100
default 0
Enchantment Flameblast Area Of Effect 275Enchantment24% increased Flameblast Area of Effect Casterhelmet 100
default 0
Enchantment Frost Bomb Area Of Effect 166Enchantment16% increased Frost Bomb Area of Effect Casterhelmet 75
default 0
Enchantment Frost Bomb Area Of Effect 275Enchantment24% increased Frost Bomb Area of Effect Casterhelmet 75
default 0
Enchantment Glacial Cascade Area Of Effect 166Enchantment16% increased Glacial Cascade Area of Effect Casterhelmet 100
default 0
Enchantment Glacial Cascade Area Of Effect 275Enchantment24% increased Glacial Cascade Area of Effect Casterhelmet 100
default 0
Enchantment Ground Slam Area Of Effect 166Enchantment16% increased Ground Slam Area of Effect Attackhelmet 100
default 0
Enchantment Ground Slam Area Of Effect 275Enchantment24% increased Ground Slam Area of Effect Attackhelmet 100
default 0
Enchantment Hexblast Area Of Effect 166EnchantmentHexblast has 16% increased Area of Effecthelmet 100
default 0
Enchantment Hexblast Area Of Effect 275EnchantmentHexblast has 24% increased Area of Effecthelmet 100
default 0
Enchantment Holy Relic Area Of Effect 166EnchantmentSummoned Holy Relics have 16% increased Area of Effect Minionhelmet 100
default 0
Enchantment Holy Relic Area Of Effect 275EnchantmentSummoned Holy Relics have 24% increased Area of Effect Minionhelmet 100
default 0
Enchantment Ice Crash Area Of Effect 166Enchantment16% increased Ice Crash Area of Effect Attackhelmet 100
default 0
Enchantment Ice Crash Area Of Effect 275Enchantment24% increased Ice Crash Area of Effect Attackhelmet 100
default 0
Enchantment Ice Nova Area Of Effect 166Enchantment16% increased Ice Nova Area of Effect Casterhelmet 75
default 0
Enchantment Ice Nova Area Of Effect 275Enchantment24% increased Ice Nova Area of Effect Casterhelmet 75
default 0
Enchantment Ice Shot Area Of Effect 166Enchantment16% increased Ice Shot Area of Effect Attackhelmet 100
default 0
Enchantment Ice Shot Area Of Effect 275Enchantment24% increased Ice Shot Area of Effect Attackhelmet 100
default 0
Enchantment Ice Shot Cone Angle 166EnchantmentIce Shot has 30% increased Area of Effect angle Attackhelmet 100
default 0
Enchantment Ice Shot Cone Angle 275EnchantmentIce Shot has 60% increased Area of Effect angle Attackhelmet 100
default 0
Enchantment Ice Trap Area Of Effect 166Enchantment16% increased Ice Trap Area of Effect Casterhelmet 100
default 0
Enchantment Ice Trap Area Of Effect 275Enchantment24% increased Ice Trap Area of Effect Casterhelmet 100
default 0
Enchantment Incinerate Area Of Effect 166EnchantmentIncinerate has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Incinerate Area Of Effect 275EnchantmentIncinerate has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Infernal Blow Area Of Effect 166Enchantment16% increased Infernal Blow Area of Effect Attackhelmet 75
default 0
Enchantment Infernal Blow Area Of Effect 275Enchantment24% increased Infernal Blow Area of Effect Attackhelmet 75
default 0
Enchantment Infernal Cry Combust Area Of Effect 175EnchantmentCombust has 30% increased Area of Effect Attackhelmet 100
default 0
Enchantment Intimidating Cry Area Of Effect 166EnchantmentIntimidating Cry has 16% increased Area of Effecthelmet 100
default 0
Enchantment Intimidating Cry Area Of Effect 275EnchantmentIntimidating Cry has 24% increased Area of Effecthelmet 100
default 0
Enchantment Kinetic Blast Area Of Effect 166Enchantment16% increased Kinetic Blast Area of Effect Attackhelmet 100
default 0
Enchantment Kinetic Blast Area Of Effect 275Enchantment24% increased Kinetic Blast Area of Effect Attackhelmet 100
default 0
Enchantment Leap Slam Area Of Effect 166Enchantment16% increased Leap Slam Area of Effect Attackhelmet 100
default 0
Enchantment Leap Slam Area Of Effect 275Enchantment24% increased Leap Slam Area of Effect Attackhelmet 100
default 0
Enchantment Lightning Arrow Area Of Effect 166Enchantment16% increased Lightning Arrow Area of Effect Attackhelmet 100
default 0
Enchantment Lightning Arrow Area Of Effect 275Enchantment24% increased Lightning Arrow Area of Effect Attackhelmet 100
default 0
Enchantment Lightning Tendrils Area Of Effect 166Enchantment16% increased Lightning Tendrils Area of Effect Casterhelmet 100
default 0
Enchantment Lightning Tendrils Area Of Effect 275Enchantment24% increased Lightning Tendrils Area of Effect Casterhelmet 100
default 0
Enchantment Rolling Magma Area Of Effect 166Enchantment16% increased Rolling Magma Area of Effect Casterhelmet 100
default 0
Enchantment Rolling Magma Area Of Effect 275Enchantment24% increased Rolling Magma Area of Effect Casterhelmet 100
default 0
Enchantment Manabond Area Of Effect 166Enchantment16% increased Manabond Area of Effect Casterhelmet 100
default 0
Enchantment Manabond Area Of Effect 275Enchantment24% increased Manabond Area of Effect Casterhelmet 100
default 0
Enchantment Molten Strike Area Of Effect 166Enchantment16% increased Molten Strike Area of Effect Attackhelmet 100
default 0
Enchantment Molten Strike Area Of Effect 275Enchantment24% increased Molten Strike Area of Effect Attackhelmet 100
default 0
Enchantment Poisonous Concoction Area Of Effect 166Enchantment16% increased Poisonous Concoction Area of Effect Attackhelmet 100
default 0
Enchantment Poisonous Concoction Area Of Effect 275Enchantment24% increased Poisonous Concoction Area of Effect Attackhelmet 100
default 0
Enchantment Purifying Flame Area Of Effect When Targeting Consecrated Ground 166EnchantmentPurifying Flame has 20% increased Area of Effect if targeting Consecrated Ground Casterhelmet 100
default 0
Enchantment Purifying Flame Area Of Effect When Targeting Consecrated Ground 275EnchantmentPurifying Flame has 30% increased Area of Effect if targeting Consecrated Ground Casterhelmet 100
default 0
Enchantment Rain Of Arrows Area Of Effect 166Enchantment16% increased Rain of Arrows Area of Effect Attackhelmet 100
default 0
Enchantment Rain Of Arrows Area Of Effect 275Enchantment24% increased Rain of Arrows Area of Effect Attackhelmet 100
default 0
Enchantment Righteous Fire Area Of Effect 166Enchantment16% increased Righteous Fire Area of Effecthelmet 100
default 0
Enchantment Righteous Fire Area Of Effect 275Enchantment24% increased Righteous Fire Area of Effecthelmet 100
default 0
Enchantment Shock Nova Area Of Effect 166Enchantment16% increased Shock Nova Area of Effect Casterhelmet 100
default 0
Enchantment Shock Nova Area Of Effect 275Enchantment24% increased Shock Nova Area of Effect Casterhelmet 100
default 0
Enchantment Storm Burst Area Of Effect 166Enchantment16% increased Storm Burst Area of Effect Casterhelmet 100
default 0
Enchantment Storm Burst Area Of Effect 275Enchantment24% increased Storm Burst Area of Effect Casterhelmet 100
default 0
Enchantment Sunder Radius 166EnchantmentSunder has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Sunder Radius 275EnchantmentSunder has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Shockwave Totem Radius 166Enchantment16% increased Shockwave Totem Area of Effect Casterhelmet 100
default 0
Enchantment Shockwave Totem Radius 275Enchantment24% increased Shockwave Totem Area of Effect Casterhelmet 100
default 0
Enchantment Shrapnel Trap Radius 166EnchantmentExplosive Trap has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Shrapnel Trap Radius 275EnchantmentExplosive Trap has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Shrapnel Shot Radius 166Enchantment16% increased Galvanic Arrow Area of Effect Attackhelmet 0
default 0
Enchantment Shrapnel Shot Radius 275Enchantment24% increased Galvanic Arrow Area of Effect Attackhelmet 0
default 0
Enchantment Splitting Steel Area 166EnchantmentSplitting Steel has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Splitting Steel Area 275EnchantmentSplitting Steel has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Static Strike Area Of Effect 166Enchantment16% increased Static Strike Area of Effect Attackhelmet 75
default 0
Enchantment Static Strike Area Of Effect 275Enchantment24% increased Static Strike Area of Effect Attackhelmet 75
default 0
Enchantment Storm Call Area Of Effect 166Enchantment16% increased Storm Call Area of Effect Casterhelmet 100
default 0
Enchantment Storm Call Area Of Effect 275Enchantment24% increased Storm Call Area of Effect Casterhelmet 100
default 0
Enchantment Orb of Storms Area Of Effect 166Enchantment16% increased Orb of Storms Area of Effect Casterhelmet 75
default 0
Enchantment Orb of Storms Area Of Effect 275Enchantment24% increased Orb of Storms Area of Effect Casterhelmet 75
default 0
Enchantment Sweep Area Of Effect 166Enchantment16% increased Sweep Area of Effect Attackhelmet 100
default 0
Enchantment Sweep Area Of Effect 275Enchantment24% increased Sweep Area of Effect Attackhelmet 100
default 0
Enchantment Tectonic Slam Area Of Effect 166EnchantmentTectonic Slam has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Tectonic Slam Area Of Effect 275EnchantmentTectonic Slam has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Tornado Area Of Effect 166Enchantment16% increased Tornado Area of Effecthelmet 100
default 0
Enchantment Tornado Area Of Effect 275Enchantment24% increased Tornado Area of Effecthelmet 100
default 0
Enchantment Voltaxic Burst Area Of Effect 166Enchantment16% increased Voltaxic Burst Area of Effect Casterhelmet 100
default 0
Enchantment Voltaxic Burst Area Of Effect 275Enchantment24% increased Voltaxic Burst Area of Effect Casterhelmet 100
default 0
66Enchantment16% increased Vortex Area of Effect Casterhelmet 0
default 0
75Enchantment24% increased Vortex Area of Effect Casterhelmet 0
default 0
Enchantment Vortex AoE On Frostbolt 166EnchantmentVortex has 30% increased Area of Effect when Cast on Frostbolt Casterhelmet 75
default 0
Enchantment Vortex AoE On Frostbolt 275EnchantmentVortex has 45% increased Area of Effect when Cast on Frostbolt Casterhelmet 75
default 0
Enchantment Wild Strike Area Of Effect 166Enchantment24% increased Wild Strike Area of Effect Attackhelmet 100
default 0
Enchantment Wild Strike Area Of Effect 275Enchantment36% increased Wild Strike Area of Effect Attackhelmet 100
default 0
Enchantment Frost Fury Area Of Effect Per Stage 166EnchantmentWinter Orb has 2% increased Area of Effect per Stage Casterhelmet 100
default 0
Enchantment Frost Fury Area Of Effect Per Stage 275EnchantmentWinter Orb has 3% increased Area of Effect per Stage Casterhelmet 100
default 0
Enchantment Wither Area Of Effect 166EnchantmentWither has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Wither Area Of Effect 275EnchantmentWither has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Perforate Area Of Effect 166EnchantmentPerforate has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Perforate Area Of Effect 275EnchantmentPerforate has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Pestilent Strike Area Of Effect 166EnchantmentPestilent Strike has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Pestilent Strike Area Of Effect 275EnchantmentPestilent Strike has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Summon Skitterbots Area Of Effect 166EnchantmentSummoned Skitterbots have 60% increased Area of Effect Minionhelmet 100
default 0
Enchantment Summon Skitterbots Area Of Effect 275EnchantmentSummoned Skitterbots have 90% increased Area of Effect Minionhelmet 100
default 0
Enchantment Blade Blast Area of Effect 166EnchantmentBlade Blast has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Blade Blast Area of Effect 275EnchantmentBlade Blast has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Stormbind Area of Effect 166EnchantmentStormbind has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Stormbind Area of Effect 275EnchantmentStormbind has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Penance Brand Radius 166EnchantmentPenance Brand has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Penance Brand Radius 275EnchantmentPenance Brand has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Earthshatter Radius 166EnchantmentEarthshatter has 16% increased Area of Effect Attackhelmet 100
default 0
Enchantment Earthshatter Radius 275EnchantmentEarthshatter has 24% increased Area of Effect Attackhelmet 100
default 0
Enchantment Rage Vortex Area of Effect 166Enchantment16% increased Rage Vortex Area of Effect Attackhelmet 100
default 0
Enchantment Rage Vortex Area of Effect 275Enchantment24% increased Rage Vortex Area of Effect Attackhelmet 100
default 0
Enchantment Shield Crush Central Cone Area 166EnchantmentShield Crush central wave has 16% more Area of Effect Attackhelmet 100
default 0
Enchantment Shield Crush Central Cone Area 275EnchantmentShield Crush central wave has 24% more Area of Effect Attackhelmet 100
default 0
Enchantment Lightning Conduit Area of Effect 166EnchantmentLightning Conduit has 16% increased Area of Effect Casterhelmet 100
default 0
Enchantment Lightning Conduit Area of Effect 275EnchantmentLightning Conduit has 24% increased Area of Effect Casterhelmet 100
default 0
Enchantment Ensnaring Arrow Area Of Effect 166EnchantmentEnsnaring Arrow has 60% increased Area of Effect Attackhelmet 100
default 0
Enchantment Ensnaring Arrow Area Of Effect 275EnchantmentEnsnaring Arrow has 90% increased Area of Effect Attackhelmet 100
default 0
83Enchantment15% increased Area of Effect while you have Arcane Surgebelt 1
default 0
Monsters mods /22
NameLevelPre/SufDescriptionWeight
1Uniqueactive skill area of effect radius +% final [50]
main hand base maximum attack distance [6]
off hand base maximum attack distance [6]
stance movement speed +% final [50]
Attack Speed
1UniqueBurns Ground on Death
monster ground effect on death base duration ms [6000]
monster ground fire on death base area of effect radius [16]
Damage Elemental Fire
1UniqueSpreads Caustic Ground on Death
monster caustic cloud on death base area of effect radius [12]
monster ground effect on death base duration ms [3000]
Damage Chaos
1UniqueSpreads Caustic Ground on Death
monster caustic cloud on death base area of effect radius [16]
monster ground effect on death base duration ms [6000]
Damage Chaos
1UniqueBurns Ground on Death
monster ground effect on death base duration ms [12000]
monster ground fire on death base area of effect radius [32]
Damage Elemental Fire
1Unique800% increased Area of Effect of Aura Skills Aura
1Unique1400% increased Area of Effect of Aura Skills Aura
of Endurance24Unique20% increased Damage
30% increased Area of Effect
15% increased Character Size
Cannot be Stunned
Action Speed cannot be modified to below Base Value
Movement Speed cannot be modified to below Base Value
Gain 2 Endurance Charges every second if you've been Hit Recently
no_common_monster_mods 0
blight_monster 0
default 2000
Gargantuan1Unique20% increased Damage
40% increased maximum Life
80% increased Area of Effect
40% increased Character Size
no_common_monster_mods 0
default 8000
Empowering24Unique30% increased maximum Life
20% increased Area of Effect
15% increased Character Size
actor scale +% granted to pack members on death [10]
maximum life +% granted to pack members on death [40]
not_part_of_pack 0
rare 0
default 1000
1Unique125% increased Area of Effect
Thug's Grip1Torment50% increased maximum Life
125% increased Area of Effect
20% increased Character Size
Life
default 1000
Monkey Twins Talisman1Talisman60% increased Area of Effect
1Uniqueactive skill area of effect radius +% final [-20,20]
1Uniqueactive skill area of effect radius +% final [0,50]
1Unique50% increased Area of Effect
of Giants12Suffix80% increased Area of Effectdefault 3000
1Unique100% increased Damage
80% increased Area of Effect
1Unique100% increased maximum Life
100% increased Area of Effect
80% increased Character Size
1Unique100% increased maximum Life
20% increased Area of Effect
80% increased Character Size
1AzmeriDustarea of effect +% final from azmeri dust [0]
azmeri monster slain experience +% final [0]
from league item rarity +% permyriad [0]
has X azmeri dust buff voodoo [0]
monster damage +% final from azmeri dust [0]
monster difficulty tankiness +% [0]
1Uniqueactive skill area of effect radius +% final [-25]
Abyss Jewel mods /1
NameLevelPre/SufDescriptionWeight
1Corrupted(4–5)% increased Area of Effectdefault 1000
Cluster Jewel mods /9
NameLevelPre/SufDescriptionWeight
of Outreach1SuffixAdded Small Passive Skills also grant: 2% increased Area of Effect of Aura Skills Auraold_do_not_use_affliction_aura_effect 350
default 0
of Influence68SuffixAdded Small Passive Skills also grant: 4% increased Area of Effect of Aura Skills Auraold_do_not_use_affliction_aura_effect 350
default 0
of Guidance84SuffixAdded Small Passive Skills also grant: 6% increased Area of Effect of Aura Skills Auraold_do_not_use_affliction_aura_effect 250
default 0
of Clout1SuffixAdded Small Passive Skills also grant: 1% increased Area of Effect of Hex Skills Caster Curseold_do_not_use_affliction_curse_effect 350
default 0
of Dominance68SuffixAdded Small Passive Skills also grant: 2% increased Area of Effect of Hex Skills Caster Curseold_do_not_use_affliction_curse_effect 350
default 0
of Suppression84SuffixAdded Small Passive Skills also grant: 3% increased Area of Effect of Hex Skills Caster Curseold_do_not_use_affliction_curse_effect 250
default 0
of Reach1SuffixAdded Small Passive Skills also grant: 1% increased Area of Effectaffliction_area_damage 350
default 0
of Range68SuffixAdded Small Passive Skills also grant: 2% increased Area of Effectaffliction_area_damage 350
default 0
of Horizons84SuffixAdded Small Passive Skills also grant: 3% increased Area of Effectaffliction_area_damage 250
default 0
Map mods /26
NameLevelPre/SufDescriptionWeight
Giant69PrefixMonsters have 100% increased Area of Effect
Found Items have 2% chance to drop Corrupted in Area
16% increased Quantity of Items found in this Area
uber_tier_map 0
secret_area 1000
default 0
of Giants1SuffixMonsters have 45% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
low_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Giants1SuffixMonsters have 25% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Giants68SuffixMonsters have 45% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Giants1SuffixMonsters have 70% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Giants73SuffixMonsters have 70% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Giants1SuffixMonsters have 100% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Giants1SuffixMonsters have 100% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
uber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
default 0
of Giants78SuffixMonsters have 100% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Titan's1PrefixUnique Boss has 25% increased Life
Unique Boss has 45% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Life
uber_tier_map 0
low_tier_map 1000
no_boss 0
expedition_logbook 0
primordial_map 0
default 0
Titan's1PrefixUnique Boss has 30% increased Life
Unique Boss has 55% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Life
uber_tier_map 0
mid_tier_map 1000
no_boss 0
expedition_logbook 0
primordial_map 0
default 0
Titan's1PrefixUnique Boss has 35% increased Life
Unique Boss has 70% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Life
uber_tier_map 0
top_tier_map 1000
no_boss 0
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Titan's1PrefixUnique Boss has 35% increased Life
Unique Boss has 70% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
Life
uber_tier_map 0
top_tier_map 0
no_boss 0
maven_map 1000
primordial_map 1000
default 0
of Impotence1SuffixPlayers have 15% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
low_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Impotence1SuffixPlayers have 10% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Impotence68SuffixPlayers have 15% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Impotence1SuffixPlayers have 20% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Impotence73SuffixPlayers have 20% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
of Impotence1SuffixPlayers have 25% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Impotence1SuffixPlayers have 25% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
uber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
default 0
of Impotence78SuffixPlayers have 25% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
top_tier_map 0
expedition_logbook 800
default 0
Magnifying1PrefixMonsters have 100% increased Area of Effect
Monsters fire 2 additional Projectiles
19% increased Quantity of Items found in this Area
45% increased Rarity of Items found in this Area
7% increased Pack size
uber_tier_map 100
default 0
of Impotence1SuffixPlayers have (25–30)% less Area of Effect
13% increased Quantity of Items found in this Area
56% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 100
default 0
of Giants1SuffixMonsters have 100% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
has_uber_map_suffix 96
default 0
Titan's1PrefixUnique Boss has 35% increased Life
Unique Boss has 70% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
Life
has_uber_map_prefix 120
default 0
of Impotence1SuffixPlayers have 25% less Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
has_uber_map_suffix 96
default 0
Delve Area mods /5
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters have 30% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
20DelveAreaMonsters have 45% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
52DelveAreaMonsters have 60% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
92DelveAreaMonsters have 75% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
173DelveAreaMonsters have 100% increased Area of Effect
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
default 1000
Heist Area mods /9
NameLevelPre/SufDescriptionWeight
of Giants1SuffixMonsters have 20% increased Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Giants46SuffixMonsters have 30% increased Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Giants68SuffixMonsters have 45% increased Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Giants73SuffixMonsters have 70% increased Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Giants78SuffixMonsters have 100% increased Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Impotence1SuffixPlayers have 10% less Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Impotence68SuffixPlayers have 15% less Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Impotence73SuffixPlayers have 20% less Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
of Impotence78SuffixPlayers have 25% less Area of Effect
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 800
Veiled mods /3
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(14–16)% increased Area of Effect
(17–20)% increased Area Damage
Damage
gloves 750
default 0
Chosen60Prefix+2 to Level of Socketed AoE Gems
(8–10)% increased Area of Effect
Gem
helmet 1500
default 0
Catarina's60PrefixRaised Spectres have (30–50)% increased Area of Effectweapon 0
helmet 0
quiver 0
flask 0
body_armour 0
catarina_veiled_prefix 2000
default 0
Crafting Bench /4
ModRequireItemClassesUnlock
+1 to Level of Socketed AoE Gems
(8–10)% increased Area of Effect
4x Chaos OrbHelmetDefiled Cathedral Map
(6–7)% increased Area of Effect
(9–10)% increased Area Damage
3x Orb of AlchemyGlovesDefiled Cathedral Map
(8–9)% increased Area of Effect
(11–13)% increased Area Damage
3x Chaos OrbGlovesDefiled Cathedral Map
(10–12)% increased Area of Effect
(14–16)% increased Area Damage
1x Exalted OrbGlovesDefiled Cathedral Map
Misc mods /31
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique(10–20)% increased Area of Effect during Effect
1JewelCorrupted(4–5)% increased Area of Effectjewel 1000
default 0
1JewelUniqueMinions have (6–8)% increased Area of Effect Minion
1JewelUnique(10–15)% increased Area of Effect while Unarmed
1JewelUniqueWith at least 40 Dexterity in Radius, Galvanic Arrow has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Galvanic Arrow deals 50% increased Area Damage
local jewel effect base radius [1200]
Damage Attack
1JewelUniqueWith at least 40 Dexterity in Radius, Ice Shot Pierces 5 additional Targets
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
local jewel effect base radius [1200]
Attack
1JewelUniqueWith at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
local jewel effect base radius [1200]
Attack
1JewelUniqueWith at least 40 Strength in Radius, Molten Strike has 25% increased Area of Effect
With at least 40 Strength in Radius, Molten Strike fires 2 additional Projectiles
local jewel effect base radius [1200]
Attack
1JewelUniqueWith at least 40 Intelligence in Radius, each Lightning Tendrils Repeat has 4% increased Area of Effect per Enemy Hit
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Rolling Magma fires an additional Projectile
With at least 40 Intelligence in Radius, Rolling Magma
has 10% increased Area of Effect per Chain
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Rolling Magma deals 50% less Damage
With at least 40 Intelligence in Radius, Rolling Magma deals 40% more Damage per Chain
With at least 40 Intelligence in Radius, Rolling Magma
has 10% increased Area of Effect per Chain
local jewel effect base radius [1200]
Damage Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Blight has 25% increased Area of Effect after 1 second of Channelling
local jewel effect base radius [1200]
Caster
1JewelUniqueWith at least 40 Intelligence in Radius, Fireball Projectiles gain Area as they travel farther, up to 50% increased Area of Effect
local jewel effect base radius [1200]
Caster
1JewelUnique(40–60)% increased Trap Trigger Area of Effect
1JewelUniqueWhile your Passive Skill Tree connects to the Marauder's starting location, you gain:
Melee Skills have 25% increased Area of Effect
Attack
1JewelUnique(3–6)% increased Area of Effect of Aura Skills Aurajewel 1
default 0
1JewelUniqueWith at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
local jewel effect base radius [1200]
Caster
1MapDeviceUniqueUnique Boss deals 10% increased Damage
Unique Boss has 10% increased Attack and Cast Speed
Unique Boss has 10% increased Life
Unique Boss has 20% increased Area of Effect
map pantheon flask capture boss soul [1]
Attack Caster Speed
1PrimordialAltarUnique(70–130)% increased Area of Effectprimordial_altar_upside 0
cleansing_fire_altar 1000
default 0
of Expansion75SanctumSpecialSuffix(15–20)% increased Area of Effectint_special_relic 1000
default 250
of Giants1CrucibleMapSuffixMonsters have 80% increased Area of Effect
map item drop quantity +% [13]
map item drop rarity +% [8]
uber_tier_map 0
crucible_map_low 1000
default 0
of Giants1CrucibleMapSuffixMonsters have 150% increased Area of Effect
map item drop quantity +% [13]
map item drop rarity +% [8]
uber_tier_map 0
crucible_map_high 1000
default 0
Juggernaut's1CharmPrefix(3–4)% increased Area of Effect per Endurance Chargestr_animal_charm 1000
default 0
Juggernaut's60CharmPrefix(5–6)% increased Area of Effect per Endurance Chargestr_animal_charm 500
default 0
Slayer's1CharmPrefix(4–7)% increased Area of Effect if you've Killed Recentlydex_animal_charm 500
str_animal_charm 500
default 0
Slayer's60CharmPrefix(8–12)% increased Area of Effect if you've Killed Recentlydex_animal_charm 250
str_animal_charm 250
default 0
Occultist's1CharmPrefix(2–3)% increased Area of Effect per Power Chargeint_animal_charm 1000
default 0
Occultist's60CharmPrefix4% increased Area of Effect per Power Chargeint_animal_charm 500
default 0
13NecropolisNecropolisHaunted50% increased Area of Effect
monster necropolis mod value +% [40]
default 600
46NecropolisNecropolisHaunted125% increased Area of Effect
monster necropolis mod value +% [80]
default 400
68NecropolisNecropolisHaunted200% increased Area of Effect
monster necropolis mod value +% [120]
default 200
Item /5
Divine Vessel
Unique Boss deals 10% increased Damage
Unique Boss has 10% increased Attack and Cast Speed
Unique Boss has 10% increased Life
Unique Boss has 20% increased Area of Effect
Solar Maul
Physical Damage: 75-113
Critical Strike Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 56, 187 Str
15% increased Area of Effect
Morning Star
Physical Damage: 45-68
Critical Strike Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 34, 118 Str
15% increased Area of Effect
Coronal Maul
Physical Damage: 91-136
Critical Strike Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3 metres
Requires Level 69, 220 Str
20% increased Area of Effect
Monkey Twins Talisman
Talisman Tier: 3
(5–8)% increased Area of Effect
local stat monsters pick up item [1]
Corrupted
Unique /60
Gain (6–8) Life per Enemy Hit with Attacks
+(15–25) to Strength
+(35–45) to Dexterity
+(15–25) to Intelligence
Adds 10 to 20 Cold Damage to Attacks
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
(120–150)% increased Evasion and Energy Shield
+(50–70) to maximum Life
+(9–12)% to all Elemental Resistances
(40–50)% increased Area of Effect
(40–50)% increased Area Damage
Extra gore
(50–80)% increased Armour
+(10–15)% to all Elemental Resistances
20% increased Movement Speed
You can apply an additional Curse
50% increased Area of Effect of Hex Skills
+(75–100) to Armour
+(25–50) to maximum Life
(15–20)% increased Area of Effect
Unwavering Stance
(Cannot Evade enemy Attacks. Cannot be Stunned)
30% increased Global Critical Strike Chance
(150–200)% increased Spell Damage
Gain (100–200) Life per Enemy Killed
Gain (50–100) Mana per Enemy Killed
30% increased Area of Effect
(200–250)% increased Critical Strike Chance for Spells if you've Killed Recently
+(60–100)% to Critical Strike Multiplier for Spells if you haven't Killed Recently
(Recently refers to the past 4 seconds)
+20% Chance to Block Attack Damage while wielding a Staff
18% increased Cast Speed
18% increased maximum Mana
18% increased Area of Effect of Aura Skills
18% increased Area of Effect of Hex Skills
Nearby Enemies have 18% increased Effect of Curses on them
Nearby allies gain 18% increased Damage
18% increased effect of Non-Curse Auras from your Skills
+20% Chance to Block Attack Damage while wielding a Staff
1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength
Socketed Gems are Supported by Level 20 Increased Area of Effect
+10 to Strength
(120–160)% increased Physical Damage
Gain 10 Mana per Enemy Killed
+(120–150) to Accuracy Rating
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+50 to Strength and Dexterity
Socketed Melee Gems have 15% increased Area of Effect
(30–50)% increased Physical Damage
Adds (65–75) to (100–110) Physical Damage
(6–12)% increased Attack Speed
Attack Skills gain 5% of Physical Damage as Extra Fire Damage per Socketed Red Gem
You have Vaal Pact while all Socketed Gems are Red
(Life Leech from Melee Damage is Instant. Cannot Recover Life other than from Leech)
+3% chance to Suppress Spell Damage
(10–15)% increased Attack Speed
(10–20)% increased maximum Life
-50% to all Elemental Resistances
10% increased Area of Effect
Nearby allies Recover 1% of your Maximum Life when you Die
40% increased Global Accuracy Rating
Adds 2 to 6 Physical Damage
2% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
20% increased Area of Effect
33% chance to gain a Frenzy Charge on Kill
+20% Chance to Block Spell Damage while wielding a Staff
16% Chance to Block Attack Damage
Adds 2 to 4 Physical Damage
15% increased Area of Effect
Reflects 8 to 14 Physical Damage to Attackers on Block
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(15–25) to maximum Energy Shield
Regenerate (10–15) Life per second
(20–40)% increased Mana Regeneration Rate
Minions have 15% increased maximum Life
Minions have 10% increased Area of Effect
350 Physical Damage taken on Minion Death
10% reduced Enemy Stun Threshold
(160–200)% increased Physical Damage
+70 to maximum Life
+70 to maximum Mana
5% reduced Movement Speed
(15–25)% increased Area of Effect
(10–20)% increased Area Damage
+(20–30) to maximum Life
(130–150)% increased Armour
+(40–60) to maximum Life
15% increased Area of Effect for Skills used by Totems
0.5% of Damage dealt by your Totems is Leeched to you as Life
You and your Totems Regenerate 0.5% of Life per second for each Summoned Totem
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+1 to Level of Socketed Aura Gems
Socketed Gems are Supported by Level 30 Generosity
Socketed Gems have 45% increased Reservation Efficiency
(120–150)% increased Evasion and Energy Shield
(20–40)% increased Area of Effect of Aura Skills
(10–15)% increased effect of Non-Curse Auras from your Skills
6% increased Movement Speed
(80–100)% increased Evasion Rating
+(20–40)% to Cold Resistance
10% increased Area of Effect
Gain Onslaught for 4 seconds when you Warcry
25% increased Warcry Buff Effect
Call to Arms
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Your Warcries do not grant Buffs or Charges to You. 100% more Warcry Duration)
+(20–30)% to Fire Resistance
Grants Level 10 Frostblink Skill
(30–50)% increased Cold Damage
+(10–15)% to all Elemental Resistances
60% increased Area of Effect of Hex Skills
You cannot be Cursed with Silence
Frostblink has 50% increased Duration
Corrupted
(15–25)% increased Trap Damage
(40–60)% increased Trap Trigger Area of Effect
+8% to all Elemental Resistances
+(50–70) to maximum Life
+(20–30)% to Lightning Resistance
+11% to Chaos Resistance
20% increased Area of Effect of Aura Skills
10% chance to grant a Power Charge to nearby Allies on Kill
5% chance to grant a Frenzy Charge to nearby Allies on Hit
40% increased Spell Damage
(120–160)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
+(20–30) to maximum Life
+(10–20) to Strength
Regenerate 0.2% of Life per second per Endurance Charge
Gain (2–4) Life per Enemy Hit with Attacks
+1 to Maximum Endurance Charges
2% increased Area of Effect per Endurance Charge
32% increased Elemental Damage
(260–310)% increased Physical Damage
(80–100)% increased Chaos Damage
10% increased Area of Effect
Chaos Skills have 40% increased Skill Effect Duration
Minions have (6–8)% increased Area of Effect
With at least 40 Intelligence in Radius, Raised Spectres have a 50% chance to gain Soul Eater for 20 seconds on Kill
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not eaten any souls Recently. Maximum of 45 souls consumed)
30% increased Global Physical Damage
(400–450)% increased Physical Damage
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Deal no Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(40–60)% less Duration
(125–150)% increased Charges per use
(10–20)% increased Area of Effect during Effect
Skills fire 2 additional Projectiles during Effect
(15–20)% increased Damage with Hits against Chilled Enemies
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Rolling Magma deals 50% less Damage
With at least 40 Intelligence in Radius, Rolling Magma deals 40% more Damage per Chain
With at least 40 Intelligence in Radius, Rolling Magma
has 10% increased Area of Effect per Chain
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Galvanic Arrow has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Galvanic Arrow deals 50% increased Area Damage
40% increased Global Accuracy Rating
+100 Strength Requirement
Adds (80–115) to (150–205) Physical Damage
(15–25)% increased Critical Strike Chance
-1 to Maximum Frenzy Charges
10% increased Area of Effect
+50% Global Critical Strike Multiplier while you have no Frenzy Charges
+(400–500) to Accuracy Rating while at Maximum Frenzy Charges
40% increased Global Accuracy Rating
Trigger Level 20 Storm Cascade when you Attack
(75–90)% increased Spell Damage
(140–160)% increased Physical Damage
Adds 1 to (60–70) Lightning Damage
Adds 1 to (60–70) Lightning Damage to Spells
10% increased Area of Effect
Grants Level 25 Blight Skill
(100–120)% increased Energy Shield
10% increased Area of Effect
Blight has (20–30)% increased Hinder Duration
You cannot be Hindered
While your Passive Skill Tree connects to a class' starting location, you gain:
Marauder: Melee Skills have 25% increased Area of Effect
Duelist: 1% of Attack Damage Leeched as Life
Ranger: 7% increased Movement Speed
Shadow: +0.5% to Critical Strike Chance
Witch: 0.5% of Mana Regenerated per second
Templar: Damage Penetrates 5% Elemental Resistances
Scion: +25 to All Attributes
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Attributes are Strength, Dexterity, and Intelligence)
+(30–40) to Intelligence
(120–140)% increased Energy Shield
Regenerate (80–100) Energy Shield per second
Enemies affected by your Spider's Webs deal 10% reduced Damage
Enemies affected by your Spider's Webs have -10% to All Resistances
(50–70)% increased Aspect of the Spider Area of Effect
(200–250)% increased Armour
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
(10–20)% increased Elemental Damage
You can apply an additional Curse
60% increased Area of Effect of Hex Skills
30% increased Elemental Damage with Attack Skills
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Elemental Damage can Shock
Gain 700% of Weapon Physical Damage as Extra Damage of a random Element
20% increased Area of Effect for Attacks
Deal no Non-Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Gain (6–8) Life per Enemy Hit with Attacks
+(15–30) to all Attributes
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
(Attributes are Strength, Dexterity, and Intelligence)
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Skills used by Traps have (10–20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any
of your Traps are Triggered by an Enemy
Skills which throw Traps Cost Life instead of Mana
+5% chance to Suppress Spell Damage
(40–50)% increased Spell Damage
+(60–80) to maximum Energy Shield
+(50–70) to maximum Life
1% increased Area of Effect per Enemy killed recently, up to 50%
You have Zealot's Oath if you haven't been hit recently
(Recently refers to the past 4 seconds)
(Life Regeneration is applied to Energy Shield instead.)
(140–152)% increased Physical Damage
(8–12)% increased Attack Speed
2% increased Area of Effect per 25 Rampage Kills
Gain a Frenzy Charge on every 50th Rampage Kill
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Has no Attribute Requirements
Increases and Reductions to Light Radius also apply to Area of Effect at 50% of their value
Increases and Reductions to Light Radius also apply to Damage
(15–25)% increased Light Radius
Deal no Chaos Damage
local unique tabula rasa no requirement or energy shield [1]
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
40% increased Global Accuracy Rating
Trigger Level 20 Storm Cascade when you Attack
(75–90)% increased Spell Damage
(140–160)% increased Physical Damage
Adds 1 to (60–70) Lightning Damage
Adds 1 to (60–70) Lightning Damage to Spells
10% increased Area of Effect
Adds (12–15) to (24–27) Physical Damage to Attacks
+(20–40) to Dexterity
+(700–1000) to Evasion Rating while in Sand Stance
(20–30)% increased Area of Effect while in Sand Stance
(25–30)% increased Attack Speed if you've changed Stance Recently
(40–60)% increased Projectile Damage while in Blood Stance
Regenerate (150–200) Life per Second while in Blood Stance
(You are in Blood Stance by default)
(Recently refers to the past 4 seconds)
+(16–24) to Strength and Dexterity
+(30–50) to Intelligence
(10–15)% increased Cast Speed
(10–15)% increased Area of Effect
Enemies Cursed by you are Hindered if 25% of Curse Duration expired
Your Curses have 25% increased Effect if 50% of Curse Duration expired
Enemies Cursed by you take 35% increased Damage if 75% of Curse Duration expired
(Hinder reduces movement speed by 30%)
Socketed Gems are Supported by Level 18 Unleash
+(20–30) to Intelligence
+(50–80) to maximum Energy Shield
+(50–70) to maximum Life
Gain 40% increased Area of Effect for 2 seconds after Spending a total of 800 Mana
+(20–30) to Dexterity
+(20–30) to Intelligence
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Area of Effect
30% increased Area Damage
Grants Level 25 Wintertide Brand Skill
(100–120)% increased Energy Shield
10% increased Area of Effect
Immune to Chill
Wintertide Brand has (20–30)% increased Chill Effect
10% chance to Impale Enemies on Hit with Attacks
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel causes (20–25)% increased Reflected Damage
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
5% increased Impale Effect
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel has (80–100)% increased Use Speed
(7–10)% increased Elemental Damage
With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
30% increased Global Critical Strike Chance
(20–30)% increased Spell Damage
Gain 10 Life per Enemy Killed
Gain 3 Mana per Enemy Killed
30% increased Area of Effect
(200–250)% increased Critical Strike Chance for Spells if you've Killed Recently
+(10–30)% to Critical Strike Multiplier for Spells if you haven't Killed Recently
(Recently refers to the past 4 seconds)
Grants Level 2 Blight Skill
(20–30)% increased Damage over Time
(100–120)% increased Energy Shield
10% increased Area of Effect
Blight has (20–30)% increased Hinder Duration
You cannot be Hindered
20% increased Spell Damage
(50–70)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
30% increased Chaos Damage
Adds (600–650) to (750–800) Chaos Damage
(-16–16)% reduced Attack Speed
(-200–200) to maximum Life
Your Chaos Damage can Shock
(-40–40)% reduced Area of Effect for Attacks
Deal no Physical or Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(60–80) to maximum Life
(25–35)% increased Warcry Speed
Nearby corpses Explode when you Warcry, dealing (5–10)% of their Life as Physical Damage
Warcry Skills have (25–35)% increased Area of Effect
Trigger Level 20 Starfall on Melee Critical Strike
+(10–20) to all Attributes
(120–180)% increased Physical Damage
(20–30)% increased Critical Strike Chance
(10–20)% increased Area of Effect
Gain (40–60)% of Weapon Physical Damage as Extra Damage of a random Element
(Attributes are Strength, Dexterity, and Intelligence)
+(30–40) to Strength
(100–160)% increased Armour
Non-Instant Warcries ignore their Cooldown when Used
Warcry Skills have (15–25)% increased Area of Effect
Warcries Cost +15% of Life
(40–80)% increased Armour and Energy Shield
(15–25)% increased Life Regeneration rate
15% increased Area of Effect of Aura Skills
Excommunicate Enemies on Melee Hit for 3 seconds
(Excommunicated Enemies cannot deal Chaos Damage)
+(17–23)% to Chaos Resistance
(25–50)% reduced Area of Effect of Hex Skills
Targets are Unaffected by your Hexes
When 90% of your Hex's Duration Expires on an Enemy, Eat 1 Soul per Enemy Power
(Each soul grants 5% increased Attack and Cast speed. You lose 1 soul every 0.5 seconds if you have not eaten any souls Recently. Maximum of 45 souls consumed)
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Cluster Jewel Passive /17
25% increased Area of Effect if you've Killed at least 5 Enemies Recently
(Recently refers to the past 4 seconds)
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
Bow Skills have 25% increased Area of Effect
25% increased Burning Damage
8% increased Area of Effect
Herald Skills have 25% increased Area of Effect
Herald Skills deal 20% increased Damage
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
10% increased Area of Effect per second you've been stationary, up to a maximum of 50%
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
Brands have 25% increased Area of Effect if 50% of Attached Duration expired
25% increased Brand Damage
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
10% increased Area of Effect
+10% to Critical Strike Multiplier
Banner Skills have 10% increased Aura Effect
Banner Skills have 20% increased Area of Effect
12% increased Area of Effect of Aura Skills
Pride has 50% increased Mana Reservation Efficiency
25% increased Trap Damage
40% increased Trap Trigger Area of Effect
Skills used by Traps have 15% increased Area of Effect
20% increased Area Damage while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon
8% increased maximum Life
10% increased Area of Effect
20% increased Area Damage
3% increased Area of Effect per Power Charge, up to a maximum of 50%
25% increased Area of Effect of Curse Aura Skills
15% increased Mana Reservation Efficiency of Curse Aura Skills
6% increased Area of Effect
20% increased Elemental Damage
Timeless Jewel Passive /2
Area of Effect
Vaal Passive
(4–7)% increased Area of Effect
Commanding Presence
Vaal Notable
20% increased Area of Effect of Aura Skills
(7–10)% increased effect of Non-Curse Auras from your Skills
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
VaalNotable
(4–7)% increased Area of Effectvaal_small_area_of_effect
Elevated modifier List /8
NameLvModsElevated Mods
of the Conquest80Gain 1 Endurance Charge every second if you've been Hit Recently
Group: 3155
3% increased Area of Effect per Endurance Charge
Gain 1 Endurance Charge every second if you've been Hit Recently
The Shaper's68Socketed Gems are Supported by Level 16 Increased Area of Effect
(7–9)% increased Area of Effect

Group: 140
Socketed Gems are Supported by Level 18 Increased Area of Effect
(10–12)% increased Area of Effect
The Shaper's75Socketed Gems are Supported by Level 18 Increased Area of Effect
(10–12)% increased Area of Effect

Group: 140
Socketed Gems are Supported by Level 20 Increased Area of Effect
(13–15)% increased Area of Effect
The Shaper's83Socketed Gems are Supported by Level 20 Increased Area of Effect
(13–15)% increased Area of Effect

Group: 140
Socketed Gems are Supported by Level 25 Increased Area of Effect
(13–15)% increased Area of Effect
Warlord's68Warcry Skills have (21–25)% increased Area of Effect
Group: 140
Warcry Skills have (26–30)% increased Area of Effect
Warlord's75Warcry Skills have (26–30)% increased Area of Effect
Group: 140
15% increased Warcry Buff Effect
Warcry Skills have (26–30)% increased Area of Effect
of the Conquest73Culling Strike
Group: 130
Culling Strike
(15–25)% increased Area of Effect if you've dealt a Culling Strike Recently
Crusader's85Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
Group: 674
(8–12)% increased Area of Effect
Enemies you Kill have a (31–35)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
area GemTags /498
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Launches a series of fireballs in a spiral around the caster.
A circle of ice expands from the caster.
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.
A circle of ice expands from the caster.
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
Jump 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.
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.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage 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.
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.
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Repeatedly swings a two handed melee weapon in a circle, knocking back monsters away from the character.
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
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.
Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
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.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Performs a warcry, taunting all nearby enemies to attack the user and granting a buff to the user and nearby allies. The user and allied players also gain endurance charges.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
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.
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.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
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.
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.
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. Cannot be supported by Spell Cascade.
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 an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses.
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.
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.
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.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Supports any skill with an area of effect.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fires a poisonous arrow which deals chaos damage in an area on impact.
Moves damage from nearby enemies to the target enemy. They are healed for the amount of damage moved.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your cast speed is substantially increased while under this effect. The effect ends when you have 1 life remaining. Requires mana.
Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
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.
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Curses all targets in an area, lowering their elemental resistances.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Curses all targets in an area, lowering their chaos resistance.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Casts a delayed teleport for nearby enemies to a target destination. When the teleport occurs, lightning damage is dealt to the enemies both before and after they teleport.
Fires multiple arrows into the air, to 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.
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.
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.
Fires multiple arrows into the air, to land in multiple sequences after a delay, each 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.
Supports any skill with an area of effect, regardless of whether that skill deals damage.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Casts an aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Casts an aura that grants elemental resistances and elemental ailment immunity to you and your allies.
Casts an aura that grants life regeneration to you and your allies.
Casts an aura that grants additional energy shield and increased energy shield recharge rate to you and your allies.
Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
Casts an aura that grants evasion to you and your allies.
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Casts an aura that grants armour to you and your allies.
Casts an aura that adds fire damage to the attacks and spells of you and your allies.
Casts an aura that grants extra cold damage based on physical damage to you and your allies.
Casts an aura that adds lightning damage to the attacks of you and your allies, and makes your spells deal more lightning damage.
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
Supports any skill that hits enemies, or could otherwise apply elemental ailments.
Casts an aura that grants mana regeneration to you and your allies.
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Summons a totem that has an aura which regenerates life for you and your nearby allies.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies.
Throws multiple traps that explode when triggered, dealing fire damage to surrounding enemies and leaving areas of burning ground that damages enemies who walk through them.
Summons a totem that taunts nearby monsters to attack it.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a slow-moving wave of fire damage over a very large area that will apply a powerful Ignite.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you.
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.
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.
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.
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.
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.
Repeatedly attacks a large area in different directions. Each Vaal 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.
Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Casts an aura that grants fire resistance to you and your allies.
Casts an aura that reduces fire damage taken and provides ignite immunity to you and nearby allies, and makes hits against nearby enemies ignore their fire resistance.
Casts an aura that grants cold resistance to you and your allies.
Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance.
Casts an aura that grants lightning resistance to you and your allies.
Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Sets a marker at a location. After a short duration, a bolt strikes the marker, dealing physical damage around it and causing bolts to strike at any other markers you've cast. Bolt impacts will leave behind a pool of boiling blood, which deals physical damage over time to enemies within it for a secondary duration.
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion.
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.
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.
Targets an area and builds up stages in that area based on cast speed. It explodes every 3 stages, until it reaches a maximum of 15. As it gains more stages, the area gets smaller but the damage gets higher.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
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 or used by Totems.
Fire damages and ignites those around a targeted enemy. This effect chains and repeats on other enemy targets.
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
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.
Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Infuses your 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.
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.
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. Placed mines apply a fire exposure aura to nearby enemies.
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. Placed mines apply a fire exposure aura to nearby enemies.
Grants a buff providing fire damage based on your physical damage. While you have this buff, if you kill an enemy, other enemies near them will be burned based on the overkill damage. The burn inflicted by this skill can only be affected by modifiers to damage over time (burning damage is damage over time).
Grants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.
Grants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
The character uses their fist to slam the ground in front of them, with less attack speed, but more damage. This attack deals Lightning Damage to enemies in a large area, with a chance to Shock them. Cannot be used while wielding a Weapon. Cannot be Evaded.
Retaliate against a blocked hit with a hail of blades that rains down in front of you, repeatedly dealing the damage of both your weapons combined. Requires Dual Wielding Melee Weapons.
Retaliate against a blocked hit with an arcing slash that releases two waves of force. Enemies close in front of you can be hit by both waves. Requires a Sword or Axe and a Shield.
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Retaliate against a blocked hit by calling forth a huge armoured fist to slam into the ground in front of you as you do the same, dealing weapon damage in an area.
Retaliate against a blocked hit with a surge of divine power, causing multiple waves of lightning bursts to expand outward from a targeted location. This skill cannot be Triggered or used by Totems, Traps, or Mines.
Retaliate against a savage hit with a warcry, taunting all nearby enemies to attack the user. The user and nearby allies gain a buff which grants rage and prevents rage from being lost. Minions cannot gain rage.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
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.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Nearby allies gain a buff based on the damage of your weapon.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
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.
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.
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
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.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
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
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
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.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Once activated, continuously spends mana to cause volleys of ethereal weapons rain from the sky around you, dealing damage to enemies they impact. Each Blade will target a separate enemy in the volley area if possible. Each enemy can only be hit once by each volley, even if multiple blades land near them. This skill cannot be triggered or used by Totems, Traps, or Mines.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
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.
Creates an independently-moving vortex of ethereal blades which lasts for a duration. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
Engulfs you in magical lightning that rapidly damages nearby enemies and drains your mana. Your critical strike chance is substantially increased while under this effect. The effect ends when you have no mana remaining.
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.
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.
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.
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.
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.
Casts a debilitating debuff on enemies in an area, hindering their movement and also inflicts the Withered debuff, which increases the Chaos Damage they take and can stack up to 15 times.
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.
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.
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.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
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.
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Slams the ground, creating a slow 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. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
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.
Slams the ground, creating a slow 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. Using the skill again will stop the previous wave. When the wave reaches a target or terrain, it can restart aiming towards an enemy, if one is in range. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
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.
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.
Fires doom arrows in a direction toward target
Fires a burst of three piercing projectiles in an arc in front of you.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
This spell deals chaos damage in an area around you. Casting this spell will cause you to gain Ruin. If this spell inflicts your seventh Ruin, it will sacrifice a large portion of your life to deal extra chaos damage based on the amount sacrificed, and remove all Ruin from you.
Supports any skill that hits enemies.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
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.
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
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.
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
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.
Supports spell skills that apply an effect to an area around a targeted location. Cannot support Vaal skills or skills used by totems, traps, or mines. Cannot modify the skills of minions.
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
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.
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.
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Throws a trap that releases a number of flames in different directions around it when triggered. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.
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.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement.
Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
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. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
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.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
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.
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 slows their movement speed. The pods last for a duration before bursting, dealing area damage.
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.
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.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
[UNUSED] Slash in an arc, hitting with all weapons and Impaling enemies hit. Enemies struck release a burst of shards backward, dealing damage behind them. Only works with Axes and Swords.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
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.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
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.
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.
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.
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.
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.
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.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
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.
Applies a debuff to enemies in an 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.
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.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
An expanding wave of energy surges outwards from you, damaging enemies in a ring-shaped area over a duration. The ring then returns, damaging enemies again on the way back. Only one Wave of Conviction can be active at a time
Casts an aura that grants bonuses to damage and critical strike chance of spells to you and your allies, and gives a chance to create Consecrated Ground against stronger enemies.
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 burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
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.
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.
Casts an aura that multiplies damage over time and increases skill effect duration of you and your allies.
Supports spell skills that you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. 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. You are in Blood Stance by default.
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.
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.
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.
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times. Requires a Sword or Axe.
When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
Throws chains ahead of you, attaching them to targets hit. Enemies chained to you will grant rage when hit. When chains are broken, they snap and deal attack damage in an area around the target they were attached to. Requires a One Handed Mace, Sceptre, Sword or Axe.
Supports melee attack skills. Cannot support triggered attacks, attacks used by things other than you, or skills which create minions.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
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.
Casts an aura that grants accuracy and critical strike chance to you and your allies.
Buffs you, and affects nearby enemies with an aura, differently depending on your stance. Both stances are more impactful against enemies closer to you. Using the skill again alternates between Blood Stance and Sand Stance.
Casts an aura that causes nearby enemies to take more physical damage.
Supports melee attack skills.
Grants Elusive and a buff that grants Phasing. While you have this buff, monsters that enter an area around you will be Withered. Using a skill or losing the Elusive buff ends this skill's effects. Shares a cooldown with other Blink skills. Cannot be used while already Elusive.
Gain an Incubating buff, adding to its Plague Value as you inflict poisons. Use the skill again to begin Infecting, dealing chaos damage over time to nearby enemies until the Plague Value is depleted. Your damage modifiers don't apply to this skill's damage. Using the skill again alternates between Incubating and Infecting.
Throws a mine that deals damage in an area when detonated.
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills.
Supports skills which create Minions.
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.
Supports any skill with an area of effect.
Supports spell skills that apply an effect to an area around a targeted location. Cannot support Vaal skills or skills used by totems, traps, or mines. Cannot modify the skills of minions.
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 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.
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
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.
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants movement speed.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. The user and nearby allies gain a buff that increases their armour and stun threshold.
Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. The user and nearby allies gain a buff that grants elemental resistances.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
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, up to 20. All energy is removed from the enemy when the brand is detached.
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.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
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.
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.
Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Supports slam skills, providing a powerful boost when they're used, with a delay before they can be boosted again. Cannot support Vaal skills or triggered skills. Cannot modify the skills of minions. Only skills you use yourself can receive the boost.
Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
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.
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.
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.
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.
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
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. Projectiles from this skill cannot return. Requires a Sword or Axe.
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. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Supports hex curse skills, causing them to trigger Doom Blast when the hex ends. Cannot support curse skills which are triggered or applied as an aura.
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.
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.
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
[UNUSED] The environmentally unsustainable child of Explosive Arrow and Flame Wall
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Casts an aura that deals Chaos Damage over Time to nearby Enemies. This skill cannot be cast by Totems.
Casts an aura that adds chaos damage to the attacks and spells of you and your allies.
Casts an aura that causes taking elemental damage to heal you and nearby allies instead.
Casts an aura that blinds enemies in a radius.
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage 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.
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.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. 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. You are in Blood Stance by default.
When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
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.
Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Jump 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.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Infuses your 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.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Fires multiple arrows into the air, to 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.
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 slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
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.
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 burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
A circle of ice expands from the caster.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
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.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
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.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
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.
Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Throws a trap that releases a number of flames in different directions around it when triggered. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Casts an aura that grants accuracy and critical strike chance to you and your allies.
Casts an aura that grants life regeneration to you and your allies.
Casts an aura that grants mana regeneration to you and your allies.
Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills.
Curses all targets in an area, lowering their elemental resistances.
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
Curses all targets in an area, lowering their chaos resistance.
Performs a warcry, taunting all nearby enemies to attack the user and granting a buff to the user and nearby allies. The user and allied players also gain endurance charges.
Summons a totem that has an aura which regenerates life for you and your nearby allies.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.
Supports spell skills that apply an effect to an area around a targeted location. Cannot support Vaal skills or skills used by totems, traps, or mines. Cannot modify the skills of minions.
Supports any skill with an area of effect.
Supports hex curse skills, causing them to trigger Doom Blast when the hex ends. Cannot support curse skills which are triggered or applied as an aura.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
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.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that boosts critical strike chance.
Supports slam skills, causing them to summon an ancestor totem that uses the skill for you while you're near it. Being near it grants you increased area of effect for melee skills.
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.
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.
Supports slam skills, providing a powerful boost when they're used, with a delay before they can be boosted again. Cannot support Vaal skills or triggered skills. Cannot modify the skills of minions. Only skills you use yourself can receive the boost.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
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.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
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.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground, creating a slow 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. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Supports any skill with an area of effect, regardless of whether that skill deals damage.
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
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.
Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in circles, each repeatedly damaging enemies it spins through.
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
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw, One Handed Sword or One Handed Axe around it in a circle, each damaging enemies it spins through.
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.
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.
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.
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.
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.
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.
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.
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
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.
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.
Throws a bottle that explodes to deal unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
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. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
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.
Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
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.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
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 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.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Supports non-aura hex curse skills.
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Channel to create an expanding circle area around you that blinds enemies within it. When you stop channelling, deals damage in a smaller area around each enemy in the circle. Requires a Dagger, Claw or One-Handed Sword.
Bloody scythes swipe around a selected area, hitting enemies with physical damage. An area of boiling blood is left beneath them for a duration which deals physical damage over time. Also gives a bonus to maximum Blood Charges for a secondary duration.
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Causes one of your existing Sentinels of Absolution to Ascend, becoming more powerful, gaining new spells, and overriding its duration, while maintaining its other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Absolution, an existing one will be refreshed instead.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
A fixed number of flaming bolts rain down in a spiral, culminating in the central one impacting the targeted location. They explode when landing, dealing damage to nearby enemies and leaving burning ground, which deals fire damage over time.
Summons a totem that has an aura which regenerates life for you and your nearby allies. When things affected by the aura are hit, the totem's life is removed instead for some of the damage.
Supports attacks, causing them to trigger the Prismatic Burst spell. Cannot support triggered attacks or attacks used by things other than you. Cannot modify the skills of minions.
Fire arrows into the air that rain down around the targeted area, dealing area damage on impact and leaving the arrows stuck in the ground for a duration. If you move close to a stuck arrow, it will explode, dealing area damage and applying a fire damage over time debuff, as well as causing other stuck arrows in range to also explode.
Swing your wand to cause a number of projectiles to rain down within a large area in front of you, directly targeting the locations of enemies in the area. The locations where each projectile will land are shown with markers before they fall. Each projectile explodes when hitting the ground, dealing area damage and triggering Kinetic Anomaly. Cannot be used by Totems, Traps, or Mines.
Swing your wand to cause a number of projectiles to rain down within a large area in front of you, directly targeting the locations of enemies in the area. The locations where each projectile will land are shown with markers before they fall. Each projectile explodes when hitting the ground, dealing area damage.
Fire a damaging projectile from your wand which aims itself towards an enemy and applies a shell to the first enemy struck. Damage from hits against that target is taken from the shell first. If fully depleted, the shell will explode, dealing area damage and firing a projectile at another target to apply a new shell to it. If multiple projectiles are fired by an exploding shell, only the first one to hit a target can apply a shell.
Fires an arrow into the air to land at a targeted location. On impact, deals area damage and creates a thunderstorm which blinds enemies within it. Entering the thunderstorm will cause it to gain stages, and leaving it will cause it to dissipate. Leaving the storm while it is at maximum stages will cause it to explode, dealing damage and triggering Thunderburst. You must use this skill yourself, it cannot be used by Totems, Traps, Mines, or other objects that use skills for you.
Wave your wand to create a hovering kinetic projectile. After a short duration, the projectile is fired at an enemy, dealing area damage on impact and chaining to further targets. Using this attack again will reset the duration for all hovering projectiles. Multiple projectiles fired in sequence will attempt to target different enemies. Cannot be directly used by traps or mines.
Supports skills which summon totems. Cannot modify the skills of minions.
Supports warcry skills. Cannot modify the skills of minions.
When you are missing Life, this Graft will apply a Buff that takes some Damage from Hits for you before being depleted. When you are struck while the Buff is active, this skill will fire a nova of fiery projectiles which explode on impact.
When commanded, this Graft will cause a cataclysmic eruption that leaves multiple geysers of flame in its wake. These geysers will regularly fire off fiery mortars, firing more in a burst whenever you use a warcry. Triggering warcries will not cause these bursts of mortars.
When you Attack with this Graft equipped, it will call forth pillars of ashen flame. These pillars deal Fire damage in an area, and cover Enemies they hit in Ash.
This Graft will periodically target Rare or Unique Enemies in range, calling forth massive hands which slam down dealing high damage and stunning.
When you use a Warcry, this Graft will cause spires of bone to erupt from the earth around you. When you use an Exerted Attack, these spires will explode to deal damage in an area around them, inflicting Bleeding and Impaling Enemies.
When commanded, this Graft will call down a ring of lightning bolts, dealing lightning damage and leaving behind Radiant ground.
While Enemies are nearby, this Graft will periodically bring Lightning-Imbued Clones of you into being. These Clones will move towards the nearest Enemy, detonating and leaving behind shocked ground.
When commanded, this Graft will summon forth a field of grasping hands, each of which clutches an enervating orb of Lightning. When an Enemy is near a hand, the orb it clutches will detonate to deal Lightning Damage and Sap on Hit.
When commanded, this Graft will call forth a devastating tornado which rapidly deals cold damage to Enemies within it. When you Critically Strike with an Attack while the Tornado is active, it will fire off a nova of icicle projectiles.
While equipped, this Graft will periodically fling icy mortars at Enemies in range that are Chilled or Frozen.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Slams the ground in front of you, creating a wave that travels forward and damages enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Supports Attack Skills, causing them to trigger Windburst on hit after you've travelled a certain distance. Cannot support triggered skills or skills used by things other than you. Cannot modify the skills of minions.
Supports Wand Attacks, granting them a chance to trigger Kinetic Flux on kill. Cannot support triggered skills or skills used by things other than you. Cannot modify the skills of minions.
Area of Effect
10% increased Area of Effect
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Area of Effect
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Area of Effect
12% increased Area of Effect
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Area of Effect
12% increased Area of Effect
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Area of Effect
12% increased Area of Effect
Area of Effect Attr /4
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IDarea_of_effect_radius1062
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Area of Effect
(4–7)% increased Area of Effect
Area of Effect Attr /7
NameValue
SourceTimeless Jewel
SourceGlorious Vanity
Codevaal_small_area_of_effect
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NameArea of Effect
Weight50
Stats
  • base_skill_area_of_effect_+% Min: 0 Max: 0
  • Community Wiki

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    Area of effect

    Area of effect (often referred to as AoE) refers to an area with radius in where all enemies can be affected by the effect. Skill gems with an area of effect have the AoE gem tag.

    Mechanics

    The simplest examples are skills like Shock Nova, Ice Nova and Sweep, which have circular areas of effect. Skills like Cleave and Ground Slam have cone-shaped effects - effectively cut out of circles. Some skills have irregular shapes, for example Flame Surge or Glacial Cascade.

    Skills that damage multiple enemies per cast do not necessarily have an area of effect. Piercing projectiles like Ice Spear do not have the AoE tag, nor do chaining skills.

    Modifiers that increase or decrease area of effect target the total area of the effect. When modifying the area, all applicable skills will be affected, including skills that do not deal damage such as auras. Almost every passive skill, support gem, and item that modifies area of effect modifies the total area, not the radius directly. Since the total area is being increased rather than the radius, the radius is effectively increased by the square root of the increase of area of effect for circular AoE abilities. For example, applying +100% area of effect to an ability with a radius of 10 would increase the radius to 14.1. For abilities with shapes other than a circle, the area is increased as usual for that shape. For example, an ability that hits in a 120° cone would gain 3 times as much increase to radius from area of effect bonuses, due to only hitting a third of a circle.

    Some skills gain an increase to the radius of the area of effect as they are leveled. Modifiers that are percentage increases to area of effect (ex. the quality bonus on Contagion, granting +0% to +10% increase area of effect) are additive with other percentage radius modifiers. Modifiers that annotate a specific (usually integer) increase to the radius (ex. the gem level bonus for Caustic Arrow, granting +0 to +6 increased radius) are additive with the base radius, and apply before area of effect modifiers, making them substantially stronger. These direct bonuses to radius are much rarer than increases to area of effect, however, and nearly always occur only as gem level bonuses on the active skill gems themselves.

    For example, Caustic Arrow has a base radius of 13 and gains an additional +6 radius (total 19) by gem level 20. This is a 46% increase to the base radius, equivalent to applying +113% area of effect to a level 1 Caustic Arrow, and is multiplicative with normal area of effect bonuses due to applying directly to the base radius. A level 20 Caustic Arrow with +100% area of effect bonus would have a radius of 26.9, more than double the radius of an unbonused level 1 Caustic Arrow.

    When an item or skill increases the area damage, it will only be applicable to the part of the skill that deal damage in an area of effect. For example, with Fireball, that damage bonus will go into effect only when the projectile explodes on last target struck and won't work if the projectile pierced, chained, or forked. Many abilities that apply a damage over time effect in an area (ex. Contagion, Bane, Soulrend's DoT effect, proliferated Ignite, etc) do not benefit from area damage, but may still benefit from increases to area of effect. This is not universal, however; for example, Caustic Arrow and Toxic Rain both benefit from increases to area damage despite dealing damage over time (the difference may be that these two do not apply a damaging debuff, instead dealing damage based on a ground effect or world object).

    Area of effect does not affect the trigger radius of traps and mines, but it can apply to effects cast by the trap or mine. Only passive skills and effects specifying "Trap Trigger Radius" or "Mine Detonation Radius" will affect them specifically. However, area of effect modifiers will apply to effects cast by the trap or mine. The same goes for totems that use effects that have an area of effect as well.

    Auras also benefit from general increases to area of effect, and additionally have access to bonuses that are specifically noted as increasing the area of effect of auras (ex. Leadership passive, Victario's Charity). Nearly all auras also gain increased area of effect from their default quality bonus.


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