Blind Support
Level: (1–10)
Requires Level (4–36), (12–60) Dex
Supports any skill that hits enemies.
Supported Skills have 10% chance to Blind enemies on hit
Supported Skills have (0–18)% increased Blinding duration
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.
Royale Blind Support
Level Effect /10
Implicit
Cost & Reservation Multiplier: 100%
Supported Skills have 10% chance to Blind enemies on hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
LevelRequires LevelDexSupported Skills have #% increased Blinding durationExperience
1412841
261523,099
391947,433
41224622,895
51630849,725
620361095,714
7244212169,595
8284814283,759
9325416453,996
10366018
Attribute /6

Royale Blind Support

KeyValue
AcronymBlind
DropLevel 4
BaseType Royale Blind Support
Class Support Gems
Iconx
ItemTypeMetadata/Items/Gems/SupportGemBlindRoyale
Blind Support
Level: (1–10)
Requires Level (4–36), (12–60) Dex
Supports any skill that hits enemies.
Supported Skills have 10% chance to Blind enemies on hit
Supported Skills have (0–18)% increased Blinding duration
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.
Royale Blind Support
Supported Gem /354
  • Allow Type: Damage, Attack
  • IconName
    Fireball
    Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
    Vaal Fireball
    Launches a series of fireballs in a spiral around the caster.
    Ice Nova
    A circle of ice expands from the caster.
    Ice Nova of Frostbolts
    A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
    Ice Nova of Deep Freeze
    A circle of ice expands from the caster.
    Vaal Ice Nova
    A chilling circle of ice expands from the caster, repeating from every enemy it hits.
    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.
    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.
    Detonate Dead of Scavenging
    Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
    Detonate Dead of Chain Reaction
    Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
    Vaal 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.
    Volatile 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.
    Volatile Dead of Confinement
    Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Volatile Dead of Seething
    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.
    Unearth
    Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
    Split Arrow
    Fires multiple arrows at different targets.
    Split Arrow of Splitting
    Fires an arrow that splits to hit different targets.
    Cold Snap
    Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
    Cold Snap of Power
    Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
    Vaal 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.
    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.
    Discharge
    Discharge all the character's charges to deal elemental damage to all nearby monsters.
    Discharge of Misery
    Discharge all the character's charges to deal elemental damage to all nearby monsters.
    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.
    Spark
    Launches unpredictable sparks that move randomly until they hit an enemy or expire.
    Spark of the Nova
    Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
    Spark of Unpredictability
    Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
    Vaal Spark
    Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
    Ice 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.
    Ice Spear of Splitting
    Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
    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.
    Frost Wall
    Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
    Freezing 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.
    Shock 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.
    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.
    Lightning 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.
    Vaal 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.
    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.
    Firestorm
    Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
    Firestorm of Meteors
    A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
    Firestorm of Pelting
    Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
    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.
    Tempest Shield
    Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.
    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.
    Shockwave Totem
    Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
    Icicle Mine
    Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
    Icicle Mine of Fanning
    Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
    Icicle Mine of Sabotage
    Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
    Bear 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.
    Bear Trap of Skewers
    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.
    Fire 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.
    Fire Trap of Blasting
    Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies.
    Ethereal Knives
    Fires an arc of knives outwards in front of the caster which deal physical damage.
    Ethereal Knives of Lingering Blades
    Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
    Ethereal Knives of the Massacre
    Fires a circle of knives outwards around the caster which deal physical damage.
    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.
    Creeping 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.
    Arc
    An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
    Arc of Surging
    An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
    Arc of Oscillating
    An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
    Vaal Arc
    A shocking arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains from an enemy, it will do so simultaneously to two further enemies, but never to enemies that have already been hit by any of these chains. Also grants a buff making your Arc damage lucky for a short duration.
    Holy 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.
    Holy Flame Totem of Ire
    Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
    Storm 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.
    Incinerate
    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.
    Incinerate of Expanse
    Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. When you stop channelling you release a slow-moving wave of fire damage over a very large area that will apply a powerful Ignite.
    Incinerate of Venting
    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.
    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.
    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.
    Lightning Trap of Sparking
    Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
    Vaal 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.
    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.
    Storm Call
    Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
    Vaal 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.
    Flameblast
    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.
    Flameblast of Celerity
    Channels to build up an explosion, which is released when you stop using the skill or automatically at maximum stages. The longer you channel, the larger the area of effect and damage of the explosion.
    Flameblast of Contraction
    Channels to concentrate an explosion, which is released when you stop using the skill. The longer you channel, the larger the damage of the explosion, but the smaller the area.
    Vaal 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.
    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.
    Ball Lightning
    Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
    Ball Lightning of Orbiting
    Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
    Ball Lightning of Static
    Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo or used by Totems.
    Flame 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.
    Flame Surge of Combusting
    Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
    Glacial 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.
    Glacial Cascade of the Fissure
    Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
    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.
    Pyroclast 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.
    Pyroclast Mine of Sabotage
    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.
    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.
    Herald 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.
    Herald 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.
    Lightning Tendrils
    While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
    Lightning Tendrils of Eccentricity
    While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
    Lightning Tendrils of Escalation
    While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
    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.
    Divine Retribution
    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.
    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.
    Infernal Cry
    Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
    Flame Dash
    Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
    Flame Dash of Return
    Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine. Cannot be supported by Unleash.
    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.
    Rolling Magma
    Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
    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.
    Ice Trap
    Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
    Ice Trap of Hollowness
    Throws a trap that creates a series of icy runic explosions in a circle around itself when triggered, dealing cold damage to all enemies caught in the blasts.
    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
    Bladefall
    Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
    Bladefall of Volleys
    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.
    Bladefall of Impaling
    Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
    Blade 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.
    Blade Vortex of the Scythe
    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.
    Vaal 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.
    Frost 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 regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
    Frost Bomb of Instability
    Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
    Frost Bomb of Forthcoming
    Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
    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.
    Orb 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.
    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.
    Essence 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.
    Essence Drain of Desperation
    Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
    Essence Drain of Wickedness
    Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
    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.
    Frostbolt
    Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
    Vortex
    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.
    Vortex of Projection
    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.
    Dark 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.
    Cremation
    A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Cremation of Exhuming
    A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
    Cremation of the Volcano
    Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
    Bodyswap
    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.
    Bodyswap of Sacrifice
    Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
    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.
    Explosive Trap
    Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
    Explosive Trap of Shrapnel
    Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
    Explosive Trap of Magnitude
    Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
    Flamethrower 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.
    Lightning Spire Trap
    Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
    Lightning Spire Trap of Zapping
    Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
    Lightning Spire Trap of Overloading
    Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
    Seismic 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.
    Seismic Trap of Swells
    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.
    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.
    Winter 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.
    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.
    Storm 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.
    Storm Brand of Indecision
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
    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.
    Armageddon 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.
    Armageddon Brand of Volatility
    Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
    Armageddon Brand of Recall
    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.
    Purifying 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.
    Purifying Flame of Revelations
    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.
    Soulrend
    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.
    Soulrend of Reaping
    Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
    Soulrend of the Spiral
    Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
    Wave 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
    Divine 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 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.
    Divine Ire of Holy Lightning
    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.
    Divine Ire of Disintegration
    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.
    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.
    Frostblink
    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.
    Frostblink of Wintry Blast
    Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
    Cobra Lash
    Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
    Stormblast Mine
    Throws a mine that deals damage in an area when detonated.
    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.
    Stormbind
    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.
    Stormbind of Teleportation
    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.
    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.
    Blade Blast
    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.
    Blade Blast of Unloading
    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.
    Blade Blast of Dagger Detonation
    Deals spell damage in an area around you. Your equipped daggers add to this damage.
    Penance Brand
    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.
    Penance Brand of Dissipation
    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.
    Penance Brand of Conduction
    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.
    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.
    Blazing 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.
    Void 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.
    Void Sphere of Rending
    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.
    Crackling 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.
    Crackling Lance of Branching
    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.
    Crackling Lance of Disintegration
    Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
    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.
    Hexblast
    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.
    Hexblast of Contradiction
    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.
    Hexblast of Havoc
    Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
    Hydrosphere
    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.
    Exsanguinate
    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.
    Exsanguinate of Transmission
    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.
    Reap
    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.
    Voltaxic 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.
    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.
    Absolution
    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.
    Absolution of Inspiring
    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.
    Forbidden 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.
    Forbidden Rite of Soul Sacrifice
    Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
    Manabond
    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.
    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.
    Eye 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.
    Eye of Winter of Finality
    Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
    Eye of Winter of Transience
    Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
    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.
    Tornado
    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.
    Tornado of Elemental Turbulence
    Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
    Lightning 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.
    Lightning Conduit of the Heavens
    Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
    Galvanic 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.
    Galvanic Field of Intensity
    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.
    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 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.
    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.
    Vaal 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.
    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.