physical GemTags /153
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Performs two fast strikes with a melee weapon.
Performs two fast strikes with a melee weapon.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
Slashes twice, releasing 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.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Supports any skill that hits enemies.
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.
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.
Supports melee attack skills.
Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
Casts an aura that grants armour to you and your allies.
Supports attack skills that fire projectiles, making the increase to physical melee damage from strength also increase their physical projectile damage.
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.
Throws a trap that damages and impales a single enemy, and immobilises them for a duration based on how much damage was dealt. Modifiers to spell damage do not affect this skill's damage.
Fires an arc of knives outwards in front of the caster which deal physical damage.
Fires an arc of knives down into the ground in front of the caster which deal physical damage.
Cannot be supported by Volley.
Fires a circle of knives outwards around the caster which deal physical damage.
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the 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.
Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.
Throws a 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.
Throws a spectral copy of your shield as a piercing projectile which deals off-hand damage augmented by the defences of the shield. When it reaches the targeted location it will hover in place, repeatedly firing a number of smaller shards as projectiles in all directions. The rate at which it releases shards will increase until all shards have been fired. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
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.
Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Sets a marker at a location. After a short duration, a bolt strikes the marker, dealing physical damage around it and causing bolts to strike at any other markers you've cast. Bolt impacts will leave behind a pool of boiling blood, which deals physical damage over time to enemies within it for a secondary duration.
Supports projectile attack skills.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Grants a buff giving more poison damage and a chance to inflict poison. When you poison an enemy while you have this buff, you gain Virulence, and summon an Agony Crawler minion that uses projectile and area attacks. You will lose Virulence over time, at a rate which increases the more Virulence you have. The minion will die when you have no Virulence.
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.
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
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.
Retaliate against a blocked hit with an arcing slash that releases two waves of force. Enemies close in front of you can be hit by both waves. Requires a Sword or Axe and a Shield.
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Supports any skill that hits enemies.
Retaliate against a blocked hit with a surge of divine power, causing multiple waves of lightning bursts to expand outward from a targeted location. This skill cannot be Triggered or used by Totems, Traps, or Mines.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Once activated, continuously spends mana to cause volleys of ethereal weapons rain from the sky around you, dealing damage to enemies they impact. Each Blade will target a separate enemy in the volley area if possible. Each enemy can only be hit once by each volley, even if multiple blades land near them. This skill cannot be triggered or used by Totems, Traps, or Mines.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Summons a Stone Golem that grants you life regeneration and defences. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Summons a Stone Golem that takes a portion of the melee damage you recieve from enemy hits from its life before yours. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Supports attack skills.
Supports attack skills, or other skills that can maim enemies.
Supports any skill that deals damage.
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
Throws a trap which, once triggered, releases a number of waves. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.
[UNUSED] Slash in an arc, hitting with all weapons and Impaling enemies hit. Enemies struck release a burst of shards backward, dealing damage behind them. Only works with Axes and Swords.
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.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
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
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.
Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.
[UNUSED] Swing twice, gaining rage with each hit. Every 10 rage, perform a large area of effect attack. At 50 rage, perform an even larger attack, and lose 10 rage.
Supports attack skills.
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
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.
Supports any skill that hits enemies.
Supports any skill that deals damage.
Supports melee attack skills.
Supports projectile attack skills.
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Deals spell damage in an area around you. Your equipped daggers add to this damage.
[UNUSED] Whily Twirly
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants movement speed.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe.
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
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.
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.
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
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.
Supports attack skills. Cannot support triggered skills, skills which create minions, or skills used by totems, traps or mines.
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.
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.
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.
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.
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.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
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.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Fires an arc of knives outwards in front of the caster which deal physical damage.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Supports attack skills. Cannot support skills that create minions.
Supports attack skills, or other skills that can maim enemies.
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.
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw, One Handed Sword or One Handed Axe around it in a circle, each damaging enemies it spins through.
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.
Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.
Summons a powerful Reaper which passively follows you without attacking enemies. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack. Cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
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.
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.
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.
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.
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.
Fire a damaging projectile from your wand which aims itself towards an enemy and applies a shell to the first enemy struck. Damage from hits against that target is taken from the shell first. If fully depleted, the shell will explode, dealing area damage and firing a projectile at another target to apply a new shell to it. If multiple projectiles are fired by an exploding shell, only the first one to hit a target can apply a shell.
Supports attack skills.
While you have Rage, this Graft will periodically apply a buff to you which grants a chance to inflict an additional Impale and increased effect of Impales you inflict.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.