critical GemTags /55
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.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Supports any skill. Minions, Totems, Traps and Mines cannot gain Inspiration Charges.
Supports any skill that hits enemies.
Supports any skill that hits enemies.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
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.
Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
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.
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.
Supports any skill that hits enemies.
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.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
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.
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.
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
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.
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.
Supports any skill that hits enemies.
Supports attack skills, or spell skills that deal damage.
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Supports skills which throw traps.
Supports skills which throw mines.
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.
Casts an aura that grants accuracy and critical strike chance to you and your allies.
Supports attack skills. Cannot support skills which create minions.
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 attack skills, or spell skills that deal damage.
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.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
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.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
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.
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
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 any skill that hits enemies.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
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.
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.
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.
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.
Supports skills that create minions.
[DNT] Supports melee attack skills.
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