Awakened Swift Affliction Support
Level: 1–5
Cost & Reservation Multiplier: 140%
Requires Level 72
Supports any skill that has a duration, or can hit enemies to inflict ailments on them.
Supported Skills deal (40–49)% more Damage over Time
25% less Duration of Supported Skills and Damaging Ailments they inflict

Additional Effects From Quality:
Supported Skills deal (0–10)% increased Damage over Time
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /1
TypeStatsWeight
Superior Supported Skills deal (0–10)% increased Damage over Time50
Level Effect /20
Implicit
Cost & Reservation Multiplier: 140%
25% less Duration of Supported Skills and Damaging Ailments they inflict
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
LevelRequires LevelDexteritySupported Skills deal 40% more Damage over TimeExperience
17211440841
274117413,099
376120427,433
4781234322,895
5801264949,725
6821295095,714
78413250169,595
88613551283,759
98813851453,996
10901415212,186,050
1191142523,017,327
1292144533,576,232
1393145534,231,667
1494147542,395,078
1595148548,421,063
16961505516,159,983
17971515541,170,367
18981535686,794,448
199915456157,405,063
2010015657

Awakened Swift Affliction Support

AcronymDuration, Ailment
DropLevel 72
BaseType Awakened Swift Affliction Support
Class Support Skill Gems
Iconr
MetadataMetadata/Items/Gems/SupportGemSwiftAfflictionPlus
Referencepoe.ninja, Community Wiki
Supported Gem /275 ⍟
IconName
Thrown%20ShieldSpectral Shield Throw
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
FireballFireball
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
IceNovaIce Nova
A chilling 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.
LeapSlamLeap Slam
Jump into the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
ChargedDashGemCharged Dash
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.
ChargedAttackBlade Flurry
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.
SweepSweep
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
GroundslamGround Slam
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.
CleaveCleave
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.
ShieldChargeShield Charge
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. Cannot be supported by Multistrike.
EnduringCryEnduring Cry
Performs a warcry, taunting all nearby enemies to attack the user and granting endurance charges. Gives a brief burst of life regeneration, as well as a buff which grants resistances and physical damage reduction based on your endurance charges.
DoubleStrikeDouble Strike
Performs two fast strikes with a melee weapon.
DoubleSlashLacerate
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.
ElementalhitElemental Hit
Each attack with this skill 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 also 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.
ImmortalCallImmortal Call
Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
DualStrikeDual Strike
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
WhirlingBladesWhirling Blades
Dive through enemies, dealing weapon damage. Only works with daggers, claws and one handed swords. Cannot be supported by Multistrike.
FrenzyFrenzy
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
ColdSnapCold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. This 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.
DetonateDeadDetonate Dead
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.
VolatileDeadVolatile Dead
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.
BoneLanceUnearth
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
DexterityGemSnipe
Fires an arrow at a target which deals high damage and always hits. The attack is slow and interruptable. It discharges frenzy charges by increasing the attack speed.
PoisonArrowCaustic Arrow
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.
ArcticBreathCreeping Frost
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.
IceShotIce Shot
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.
StaticGemStatic Strike
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.
SplitArrowSplit Arrow
Fires multiple arrows at different targets.
BloodRageBlood Rage
Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
DischargeDischarge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
FlickerStrikeFlicker Strike
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
SparkSpark
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
IceSpearIce Spear
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
InfernalBlowInfernal Blow
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, and it deals damage to that and other nearby enemies. Enemies with either debuff explode when they die, damaging other nearby enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
GlacialHammerGlacial Hammer
Hits enemies, converting some of your physical damage to cold damage. If an 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.
FrostWallFrost Wall
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
FreezingPulseFreezing Pulse
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
ShockNovaShock Nova
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
ViperStrikeViper Strike
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
PhaseRunPhase Run
Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
ExplosiveArrowExplosive Arrow
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.
TemporalChainsTemporal Chains
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
ElementalWeaknessElemental Weakness
Curses all targets in an area, lowering their elemental resistances.
PunishmentPunishment
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
EnfeebleEnfeeble
Curses all targets in an area, reducing their accuracy and making them deal less damage.
DespairDespair
Curses all targets in an area, lowering their chaos resistance.
LightningWarpLightning Warp
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.
SummonSkeletonsSummon Skeletons
Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies.
RiposteRiposte
Perform a deadly counter-attack when you block. Uses both weapons while you're dual wielding.
VengeanceVengeance
Chance to perform a swift counter-attack against all enemies around you when you are hit. Weapon range increases the area of this attack. Requires a Melee Weapon.
RepulseReckoning
Perform a swift counter-attack against enemies in a cone shape when you block with your shield.
HeavyStrikeHeavy Strike
Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.
DominatingBlowDominating Blow
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
RainofArrowsRain of Arrows
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.
FirestormFirestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
LightningStrikeLightning Strike
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 projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hits a target.
TempestShieldTempest Shield
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
MoltenShellMolten Shell
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.
PowerSiphonPower Siphon
Fires your wand to unleash projectiles that fire toward enemies in front of you or to your sides, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit.
PuncturePuncture
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
LightningArrowLightning Arrow
Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages a number of surrounding enemies.
ArcArc
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
BurningArrowBurning Arrow
Fires a burning arrow that deals fire damage and has a chance to ignite.
ShockwaveTotemShockwave Totem
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
ColdProjectileMineSkillGemIcicle Mine
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing
ConversionTrapConversion Trap
Throws a trap that, when triggered by an enemy, converts that enemy to your side for a short duration. Does not affect unique monsters or players.
BearTrapBear Trap
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
FireTrapFire Trap
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.
EtherealKnivesEthereal Knives
Fires an arc of knives in front of the caster which deals physical damage.
IceShieldArctic Armour
Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.
VaalIceShieldVaal Arctic Armour
Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed.
FlameTotemHoly Flame Totem
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
FlammabilityFlammability
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
FrostBiteFrostbite
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
ConductivityConductivity
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
FlamethrowerIncinerate
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.
CycloneCyclone
Channel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
ReaveReave
Attacks a small 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.
LightningTrapLightning Trap
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
SmokeBombSmoke Mine
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.
GhostlyThrowSpectral Throw
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
AnimateWeaponAnimate Weapon
Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
VaalFireResistAuraVaal Impurity of Fire
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.
VaalColdResistAuraVaal Impurity of Ice
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.
VaalLightningResistAuraVaal Impurity of Lightning
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.
StormcallStorm Call
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
ChargedBlastFlameblast
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, up to 10 stages.
BarrageBarrage
After a short preparation time, you attack repeatedly with a ranged weapon. These attacks have a small randomised spread. Only works with Bows and Wands. This skill cannot be Triggered.
BallLightningBall Lightning
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
SummonElementalSummon Raging Spirit
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies will not directly engage these spirits, and can pass through them.
FlamewhipFlame Surge
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.
DesecrateDesecrate
Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
FleshOfferingFlesh Offering
Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
BoneOfferingBone Offering
Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
SpiritOfferingSpirit Offering
Consumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
UpheavalGlacial Cascade
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.
ConvocationConvocation
Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
VaalFireballVaal Fireball
Launches a series of fireballs in a spiral around the caster.
VaalArcVaal Arc
A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Also grants a buff making you lucky when damaging enemies with Arc for a short duration.
VaalSparkVaal Spark
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
VaalBurningArrowVaal Burning Arrow
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
VaalMoltenShellVaal Molten Shell
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.
VaalLightningWarpVaal Lightning Warp
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.
VaalImmortalCallVaal Immortal Call
Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.
VaalPowerSiphonVaal Power Siphon
Fires your wand simultaneously at all nearby enemies, culling those close to death and granting you a power charge for each. Cannot be supported by Volley.
VaalCycloneVaal Cyclone
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.
VaalIceNovaVaal Ice Nova
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
VaalDetonateDeadVaal Detonate Dead
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.
VaalGroundslamVaal Ground Slam
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.
VaalRainofArrowsVaal Rain of Arrows
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.
VaalColdSnapVaal Cold Snap
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.
VaalGhostlyThrowVaal Spectral Throw
Throws several spectral copies of your melee weapon. They fly out and then return to you, in a spinning attack that damages enemies in their path.
VaalLightningStrikeVaal Lightning Strike
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 becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
VaalDoubleStrikeVaal Double Strike
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
VaalGlacialHammerVaal Glacial Hammer
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.
VaalSummonSkeletonsVaal Summon Skeletons
Summons an army of skeletal warriors, archers and mages, led by a powerful general.
VaalStormcallVaal Storm Call
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.
VaalReaveVaal Reave
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.
MoltenStrikeMolten Strike
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.
VaalClarityVaal Clarity
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
VaalGraceVaal Grace
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
VaalDisciplineVaal Discipline
Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
VaalHasteVaal Haste
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
VaalRighteousFireVaal Righteous Fire
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.
VaalChargedBlastVaal Flameblast
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.
FireMortarBarrageMineSkillGemPyroclast Mine
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.
TornadoShotTornado Shot
Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.
VaalLightningTrapVaal Lightning Trap
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
HeraldofAshHerald of Ash
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).
HeraldofIceHerald of Ice
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.
HeraldofThunderHerald of Thunder
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.
HeraldOfLight%20GemHerald of Purity
Grants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack.
LighteningTouchLightning Tendrils
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
MirrorArrowMirror Arrow
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver.
BlinkArrowBlink Arrow
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver.
ClusterBurstKinetic Blast
Fires a projectile from a Wand that causes a series of small explosions surrounding its point of impact, each damaging enemies caught in the area.
IceCrashGemIce Crash
Slam the ground, damaging enemies in an area around the impact in three stages. Enemies take slightly less damage on the second and third stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
RallyingCrySkillGemRallying Cry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Gives nearby Allies a buff based on the damage of your weapon.
InfernalCryInfernal Cry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Covers enemies in ash, causing them to move slower and take increased fire damage. Affected enemies explode when they die, dealing fire damage in an area.
SeismicCrySkillGemSeismic Cry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. Grants a buff which makes it easier for you to stun enemies.
FlameDashFlame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills.
IceStrikeFrost Blades
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
VigilantStrikeGemVigilant Strike
Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
FireMortarRolling Magma
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
IceTrapRuneIce Trap
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
ElementalStrikeWild Strike
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.
ShrapnelShotGalvanic Arrow
Releases arrows along with a burst of lightning which damages all enemies in a cone. The arrows degrade in-flight as the lightning dissipates, soon vanishing.
BlastRainGemBlast Rain
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.
RainOfBladesBladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
CrossBowTotemGemSiege Ballista
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
SpinningEtherealBladesGemBlade Vortex
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.
VaalSpinningEtherealBladesGemVaal Blade Vortex
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.
FrostBombFrost Bomb
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 and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
StormCloudGemOrb of Storms
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.
QuakeSlamEarthquake
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
ContagionGemContagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
WitherGemWither
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.
BlightGemBlight
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.
SiphonGemEssence Drain
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.
ShockwaveSlamSunder
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.
FrostBoltFrostbolt
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
FrostVortexVortex
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.
AncestorTotemAncestral Protector
Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
SlamTotemGemAncestral Warchief
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.
FireBeamScorching Ray
Unleash a beam of fire that burns enemies it touches. Remaining in the beam intensifies the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam can turn.
SkeletalChainsDark Pact
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.
StormBurstStorm Burst
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.
CorpseEruptionCremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash exploding 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.
CorpseWarpBodyswap
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.
TectonicSlamTectonic Slam
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.
VulnerabilityVulnerability
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
ShrapnelTrapExplosive Trap
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. A number of smaller explosions occur around this area in quick succession after the first.
IceSiphonSiphoning Trap
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.
FlamethrowerTrapFlamethrower Trap
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.
LightningSpireLightning Spire Trap
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Modifiers to trap throwing speed will affect how frequently it strikes. Has a higher chance to critically strike Shocked enemies.
SubterraneanTrapSeismic Trap
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. Modifiers to trap throwing speed affects how frequently it releases waves.
VaalQuakeSlamVaal Earthquake
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.
VaalBlightGemVaal Blight
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.
SlamTotemGemVaalVaal Ancestral Warchief
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.
HolyPathGemConsecrated Path
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.
SmiteGemSmite
Performs a melee attack, and causes lightning to strike a targeted location or nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
VirulentArrowScourge Arrow
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be split between those arrows.
RainofSporesGemToxic Rain
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.
FrostFuryWinter Orb
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.
LancingSteelLancing Steel
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.
ConduitSigilStorm Brand
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.
WarbannerWar Banner
Casting once reserves mana to carry a banner which increases the accuracy of nearby allies, and physical damage taken by nearby enemies. Gain stages by killing enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
DreadBannerDread Banner
Casting once reserves mana to carry a banner which makes nearby allies inflict impale with attacks, and lessens the accuracy of nearby enemies. Gain stages by impaling enemies while carrying the banner. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
ShatteringSteelShattering Steel
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.
ArmageddonBrandArmageddon Brand
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.
PurifyingFlamePurifying Flame
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.
SoulrendSoulrend
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.
DarkRitualGemBane
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.
StormbindSkillGemStormbind
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.
DivineTempestDivine Ire
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash a powerful burst of energy in a beam in front of you.
PurgeWave of Conviction
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
QuickGuardGemSteelskin
Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
BladestormGemBladestorm
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.
BloodSandSpearsSkillGemPerforate
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.
ChainStrikeGemChain Hook
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.
FrostblinkSkillGemFrostblink
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.
CobraLashCobra Lash
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
WitheringStepGemWithering Step
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.
LightningExplosionMineSkillGemStormblast Mine
Throws a mine that deals damage in an area when detonated.
MambaStrikePestilent Strike
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.
SnappingAdderVenom Gyre
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
ShotgunTotemBowSkillGemShrapnel Ballista
Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.
EnsnaringArrowEnsnaring Arrow
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies always count as moving, and have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
MortarTotemBowSkillGemArtillery Ballista
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.
ArcaneCloakArcane Cloak
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.
ZigZagWandSkillKinetic Bolt
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from.
BladeBurstBlade Blast
Deals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
ArcanistBrandGemArcanist Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
IntimidatingCryIntimidating Cry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which lowers the effect of enemy physical damage reduction against your hits.
AncestralCryAncestral Cry
Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. Grants a buff which gives you bonus armour and melee range.
PenanceBrandGemPenance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
WintertideBrandGemWintertide Brand
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.
SpikeSlamGemEarthshatter
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.
GeneralsCryGeneral's Cry
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.
EmberBlazing Salvo
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.
BlackHoleVoid Sphere
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.
DisentegrateGemCrackling Lance
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.
FrostGlobeFrost Shield
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.
ImpactingSteelGemSplitting Steel
Consume a Steel Shard to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
CircleofPowerSkillGemSigil of Power
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.
FirewallFlame Wall
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.
DoomBlastSkillGemHexblast
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.
HydrosphereHydrosphere
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.
BloodTendrilsSkillGemExsanguinate
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
CorruptedBloodStreamCorrupting Fever
Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
BloodreapGemReap
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.
ArmourandEvasionBannerDefiance Banner
Casting once reserves mana to carry a banner which increases the armour and evasion of nearby allies, and reduces the critical strike chance of nearby enemies. Gains stages over time while carrying the banner near enemies. Casting the skill again places the banner, ending the mana reservation. Once placed, it becomes more powerful for each stage gained. You cannot have multiple banners at the same time.
VoidburstSkillGemVoltaxic Burst
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.
RageVortexRage Vortex
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.
SpectralSpiralGemSpectral Helix
Throws a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.
DivineCryGemBattlemage's Cry
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Grants a buff which boosts critical strike chance and allows attacks to benefit from increases to spell damage.
AbsolutionBlastGemAbsolution
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
AmbushSkillGemAmbush
Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
SoulfeastGemForbidden Rite
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.
ManaVoidGemManabond
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.
BladeTrapSkillGemBlade Trap
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each repeatedly damaging enemies they spin through.
PrismaticRainStorm Rain
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.
ShieldCrushShield Crush
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.
BoneshatterSkillGemBoneshatter
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.
ExplosiveFlaskSkillGemExplosive Concoction
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.
FrozenSphereSkillGemEye of Winter
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
PoisonousConcoctionPoisonous Concoction
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.
TornadoGemTornado
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.
SoulLinkGemSoul Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
FlameLinkGemFlame Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
LeechLinkGemVampiric Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, they get recovery from your life leech instead of you. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
BlockLinkGemProtective Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
TriggerLinkGemIntuitive Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
CriticalLinkGemDestructive Link
Targets an allied player to apply a buff which links you to them for a duration. While linked, they use your main hand critical strike chance. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
EnergyReleaseSkillGemLightning Conduit
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.
GalvanicFieldSkillGemGalvanic Field
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.
AlchemistsMarkSkillGemAlchemist's Mark
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.
VolcanicFissureSkillGemVolcanic Fissure
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.
VaalFlickerStrikeVaal Flicker Strike
Repeatedly teleports to enemies and hits them, inflicting a wound but dealing no damage. After the repeating finishes, each enemy is hit by the total damage of their wounds, which are removed.
VaalMoltenStrikeVaal Molten Strike
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.
VaalCleaveVaal Cleave
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.
VaalVolcanicFissureSkillGemVaal Volcanic Fissure
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.
VaalPoisonArrowVaal Caustic Arrow
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.
VaalSnappingAdderVaal Venom Gyre
Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
VaalSmiteVaal Smite
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area around each. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration, and additional lightning bolts with Smite. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
VaalBladeFlurryVaal Blade Flurry
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.
VaalBloodreapGemVaal Reap
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.
VaalAnimateWeaponVaal Animate Weapon
Animates multiple Melee Weapon Items and Lingering Blades to fight by your side, and transforms them into different, unique weapons. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
VaalLightningArrowVaal Lightning Arrow
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.
VaalAbsolutionBlastGemVaal Absolution
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.
VaalDominatingBlowVaal Domination
This spell causes one of your existing Sentinels of Dominance to Ascend, becoming more powerful, gaining new attacks, and overriding its duration, while maintaining its monster modifiers and other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Dominance, an existing one will be refreshed instead.
VaalIceShotVaal Ice Shot
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.
VaalFirestormVaal Firestorm
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.
VaalSplitArrowVaal Split Arrow
[DNT] Fires multiple arrows which continuously fork as they fly.
SniperSkillGemSnipe
Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.

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Awakened Swift Affliction Support

Awakened Swift Affliction Support is the awakened variant of Swift Affliction Support obtainable in maps.

Item acquisition

Can also created from harvest crafting recipe from Vivid Razorleg

Monster restrictions

This item can be acquired from the following monsters:

Version history

VersionChanges
3.16.0
  • Awakened Swift Affliction now grants Supported Skills deal 43% more Damage over Time at gem level 4 (unchanged), up to 49% at gem level 5 (previously 44%).
  • 3.15.0d
  • Awakened Swift Affliction Support now has a Cost and Reservation Multiplier of 140% (previously 150%).
  • 3.15.0
  • Now has a 150% Cost and Reservation Multiplier (previously 125%).
  • Quality no longer grants Supported Skills have +0-10% to Damage over Time Multiplier.
  • Supported Skills now deal 40-44% more Damage over Time (previously 45-49%).
  • Now grants 25% less Duration of Supported Skills and Damaging Ailments they inflict (previously 25% reduced Duration).
  • 3.9.0
  • Awakened Swift Affliction Support has been added to the game.

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