Mana Leech Support
Level: (1–20)
Requires Level (31–70), (52–111) Dex
Supports attack skills that hit enemies, causing those hits to leech mana based on damage dealt.
Supported Attacks have (2–3.9)% of Damage Leeched as Mana
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Additional Effects From Quality:
Supported Skills deal (0–10)% increased Damage while Leeching Mana
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 Skill Gem you wish to augment. Right click to remove from a socket.
Genus
Level Effect /40
Implicit |
---|
Cost & Reservation Multiplier: 100% (Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) |
Level | Requires Level | Dex | Supported Attacks have 2% of Damage Leeched as Mana | Experience |
---|---|---|---|---|
1 | 31 | 52 | 2 | 285,815 |
2 | 34 | 57 | 2.1 | 252,595 |
3 | 36 | 60 | 2.2 | 314,394 |
4 | 38 | 63 | 2.3 | 388,734 |
5 | 40 | 66 | 2.4 | 477,437 |
6 | 42 | 69 | 2.5 | 583,786 |
7 | 44 | 72 | 2.6 | 710,359 |
8 | 46 | 75 | 2.7 | 1,355,511 |
9 | 48 | 78 | 2.8 | 1,138,877 |
10 | 50 | 81 | 2.9 | 1,368,233 |
11 | 52 | 84 | 3 | 1,638,338 |
12 | 54 | 87 | 3.1 | 1,956,648 |
13 | 56 | 90 | 3.2 | 3,655,184 |
14 | 58 | 93 | 3.3 | 3,017,327 |
15 | 60 | 96 | 3.4 | 7,720,126 |
16 | 62 | 99 | 3.5 | 15,058,455 |
17 | 64 | 102 | 3.6 | 25,964,218 |
18 | 66 | 105 | 3.7 | 62,460,771 |
19 | 68 | 108 | 3.8 | 211,508,743 |
20 | 70 | 111 | 3.9 | |
21 | 72 | 4 | ||
22 | 74 | 4.1 | ||
23 | 76 | 4.2 | ||
24 | 78 | 4.3 | ||
25 | 80 | 4.4 | ||
26 | 82 | 4.5 | ||
27 | 84 | 4.6 | ||
28 | 86 | 4.7 | ||
29 | 88 | 4.8 | ||
30 | 90 | 4.9 | ||
31 | 91 | 5 | ||
32 | 92 | 5.1 | ||
33 | 93 | 5.2 | ||
34 | 94 | 5.3 | ||
35 | 95 | 5.4 | ||
36 | 96 | 5.5 | ||
37 | 97 | 5.6 | ||
38 | 98 | 5.7 | ||
39 | 99 | 5.8 | ||
40 | 100 | 5.9 |
Attribute /8
Mana Leech Support
Key | Value |
---|---|
Cost | iLvl 1: Normal: 1xOrb of Chance |
Acronym | Leech |
DropLevel | 31 |
BaseType | Mana Leech Support |
Class | Support Gems |
Icon | m |
ItemType | Metadata/Items/Gems/SupportGemManaLeech |
Reference | poe.ninja, Community Wiki |
Mana Leech Support
Level: (1–20)
Requires Level (31–70), (52–111) Dex
Supports attack skills that hit enemies, causing those hits to leech mana based on damage dealt.
Supported Attacks have (2–3.9)% of Damage Leeched as Mana
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Additional Effects From Quality:
Supported Skills deal (0–10)% increased Damage while Leeching Mana
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 Skill Gem you wish to augment. Right click to remove from a socket.
Supported Gem /181
Leap Slam
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.
Leap Slam of Groundbreaking
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.
Charged 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.
Blade 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.
Blade Flurry of Incision
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.
Sweep
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Ground 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.
Ground Slam of Earthshaking
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.
Vaal 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.
Cleave
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.
Cleave of Rage
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.
Shield 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.
Double Strike
Performs two fast strikes with a melee weapon.
Double Strike of Impaling
Performs two fast strikes with a melee weapon.
Double Strike of Momentum
Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.
Vaal 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.
Lacerate
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.
Lacerate of Butchering
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.
Lacerate of Haemorrhage
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.
Elemental Hit
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.
Elemental Hit of the Spectrum
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.
Dual Strike
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Dual Strike of Ambidexterity
Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.
Whirling Blades
Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords.
Frenzy
Performs an attack with a ranged weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Frenzy of Onslaught
Perform a strike with a melee weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Split Arrow
Fires multiple arrows at different targets.
Split Arrow of Splitting
Fires an arrow that splits to hit different targets.
Caustic 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.
Caustic Arrow of Poison
Fires a poisonous arrow which deals chaos damage in an area on impact.
Flicker 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.
Flicker Strike of Power
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.
Vaal 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.
Infernal 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 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.
Infernal Blow of Immolation
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.
Glacial Hammer
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.
Glacial Hammer of Shattering
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.
Vaal 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.
Viper 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.
Viper Strike of the Mamba
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Explosive 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.
Heavy Strike
Attacks enemies with a forceful blow. Requires a Mace, Sceptre, Axe, Sword or Staff.
Dominating 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.
Dominating Blow of Inspiring
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.
Rain 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.
Rain of Arrows of Artillery
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.
Rain of Arrows of Saturation
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.
Vaal 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.
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 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 hit a target.
Lightning Strike of Arcing
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.
Vaal 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.
Power Siphon
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.
Power Siphon of the Archmage
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.
Vaal 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.
Puncture
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Puncture of Shanking
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with daggers, claws or swords.
Lightning Arrow
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.
Lightning Arrow of Electrocution
Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
Burning Arrow
Fires a burning arrow that deals fire damage and has a chance to ignite.
Burning Arrow of Vigour
Fires a burning arrow that deals fire damage and has a chance to ignite.
Vaal Burning Arrow
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
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.
Ice Shot of Penetration
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.
Cyclone
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.
Cyclone of Tumult
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.
Vaal 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.
Reave
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.
Reave of Refraction
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.
Vaal 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.
Spectral 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.
Spectral Shield Throw of Shattering
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Spectral 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.
Spectral Throw of Materialising
Throws an intangible spectral copy of your melee weapon. It flies out and then becomes tangible as it returns to you, in a spinning attack that only hits and damages enemies while returning.
Vaal 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.
Barrage
After a short preparation time, you fire individual projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
Barrage of Volley Fire
After a short preparation time, you fire projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
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 from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Molten Strike of the Zenith
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.
Tornado 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.
Tornado Shot of Cloudburst
Fires a single payload arrow into the air to land at a targeted location. It will then fire arrows out in all directions from that point.
Kinetic Blast
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.
Kinetic Blast of Clustering
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.
Blink 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.
Blink Arrow of Bombarding Clones
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Blink Arrow of Prismatic Clones
Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Mirror 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.
Mirror Arrow of Bombarding Clones
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
Mirror Arrow of Prismatic Clones
Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
Swordstorm
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.
Eviscerate
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.
Glacial Shield Swipe
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Static 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.
Crushing Fist
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.
Ice Crash
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.
Ice Crash of Cadence
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.
Vigilant 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.
Frost Blades
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Frost Blades of Katabasis
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Wild 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.
Wild Strike of Extremes
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.
Blast 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.
Galvanic Arrow
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.
Galvanic Arrow of Energy
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Galvanic Arrow of Surging
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
Siege Ballista
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Siege Ballista of Splintering
Summons a ballista totem that attacks with forking arrows.
Requires a Bow.
Earthquake
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.
Earthquake of Amplification
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.
Ancestral 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.
Ancestral 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.
Sunder
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.
Sunder of Earthbreaking
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.
Tectonic 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.
Tectonic Slam of Cataclysm
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.
Vaal 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.
Vaal 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.
Consecrated 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.
Consecrated Path of Endurance
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.
Smite
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.
Smite of Divine Judgement
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.
Scourge 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 divided between those arrows.
Scourge Arrow of Menace
Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
Toxic 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.
Toxic Rain of Sporeburst
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.
Toxic Rain of Withering
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.
Lancing 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.
Lancing Steel of Spraying
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.
Shattering Steel
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.
Shattering Steel of Ammunition
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.
Bladestorm
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.
Bladestorm of Uncertainty
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.
Perforate
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.
Perforate of Duality
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.
Perforate of Bloodshed
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times.
Requires a Sword or Axe.
Chain 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.
Cobra Lash
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
Pestilent 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.
Venom 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.
Shrapnel 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.
Shrapnel Ballista of Steel
Summons a ballista totem that consumes your Steel Shards to fire multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow. Steel Shards are gained with the Call of Steel Skill.
Ensnaring Arrow
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.
Artillery 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.
Artillery Ballista of Cross Strafe
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.
Artillery Ballista of Focus Fire
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.
Kinetic 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.
Kinetic Bolt of Fragmentation
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
Earthshatter
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.
Earthshatter of Fragility
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.
Earthshatter of Prominence
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.
Splitting Steel
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.
Splitting Steel of Ammunition
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Rage 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.
Rage Vortex of Berserking
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.
Spectral 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.
Blade Trap
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.
Blade Trap of Greatswords
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
Blade Trap of Laceration
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each damaging enemies it spins through.
Storm 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.
Storm Rain of the Conduit
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.
Storm Rain of the Fence
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.
Shield 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.
Shield Crush of the Chieftain
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.
Boneshatter
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.
Boneshatter of Complex Trauma
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.
Boneshatter of Carnage
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Explosive 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.
Explosive Concoction of Destruction
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.
Poisonous 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.
Poisonous Concoction of Bouncing
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.
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. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Volcanic Fissure of Snaking
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.
Vaal 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.
Vaal 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.
Vaal 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.
Vaal 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.
Vaal 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.
Vaal 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. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Vaal 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.
Vaal 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.
Vaal 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.
Snipe
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.
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Mana Leech Support
Mana Leech Support is a Support gem. Attack Skills supported by this gem will leech mana back to the player, based on how much damage they deal.
Unlike most sources of mana leech that only count Physical damage, the leech from this gem considers all attack damage types when determining how much mana the attacker will gain. However, it will not work on damage over time effects.
This gem is one of the few ways to get mana leech on a skill that deals no physical damage. Other sources are Warlord's Mark and Defy Pain.
Version history
Version | Changes |
---|---|
3.8.0 |
|
3.6.0 |
|
0.10.8 |
|
0.7.2 |
|
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.