Less Duration Support
Level: (1–10)
Cost & Reservation Multiplier: 120%
Requires Level (4–36), (12–60) Str
Supports any skill that has a duration.
Supported Skills deal (0–5)% more Damage
Supported Skills have (30–44)% less Skill Effect Duration
Supported Skills have (30–44)% less Skill Effect 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 Less Duration Support
Genus
Level Effect /10
Implicit |
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Cost & Reservation Multiplier: 120% |
Level | Requires Level | Str | Supported Skills have 30% less Skill Effect Duration | Supported Skills deal #% more Damage | Experience |
---|---|---|---|---|---|
1 | 4 | 12 | 30 | 841 | |
2 | 6 | 15 | 30 | 1 | 3,099 |
3 | 9 | 19 | 41 | 1 | 7,433 |
4 | 12 | 24 | 41 | 2 | 22,895 |
5 | 16 | 30 | 42 | 2 | 49,725 |
6 | 20 | 36 | 42 | 3 | 95,714 |
7 | 24 | 42 | 43 | 3 | 169,595 |
8 | 28 | 48 | 43 | 4 | 283,759 |
9 | 32 | 54 | 44 | 4 | 453,996 |
10 | 36 | 60 | 44 | 5 |
Attribute /6
Royale Less Duration Support
Key | Value |
---|---|
Acronym | Duration |
DropLevel | 4 |
BaseType | Royale Less Duration Support |
Class | Support Gems |
Icon | d |
ItemType | Metadata/Items/Gems/SupportGemReducedDurationRoyale |
Less Duration Support
Level: (1–10)
Cost & Reservation Multiplier: 120%
Requires Level (4–36), (12–60) Str
Supports any skill that has a duration.
Supported Skills deal (0–5)% more Damage
Supported Skills have (30–44)% less Skill Effect Duration
Supported Skills have (30–44)% less Skill Effect 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 Less Duration Support
Supported Gem /221
Icon | Name |
---|---|
Enduring Cry Performs a warcry, taunting all nearby enemies to attack the user and granting a buff to the user and nearby allies. The user and allied players also gain endurance charges. | |
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. | |
Immortal Call Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills. | |
Vaal Immortal Call Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended. | |
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. | |
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. | |
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. | |
Blood Rage Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge. | |
Vaal Righteous Fire Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect. | |
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. | |
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. | |
Raise Spectre of Transience Raises a spectral version of a defeated foe as a temporary minion to fight for you in battle for a duration. | |
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. | |
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. | |
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. | |
Phase Run Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration. | |
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. | |
Temporal Chains Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly. | |
Elemental Weakness Curses all targets in an area, lowering their elemental resistances. | |
Punishment Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life. | |
Enfeeble Curses all targets in an area, reducing their accuracy and making them deal less damage. | |
Despair Curses all targets in an area, lowering their chaos resistance. | |
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. | |
Summon Skeletons Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies. | |
Summon Skeletons of Archers Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration. | |
Summon Skeletons of Mages Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration. | |
Vaal Summon Skeletons Summons an army of skeletal soldiers, archers and mages, led by a powerful general. | |
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. | |
Firestorm Flaming bolts rain down over the targeted area. They explode 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. | |
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. | |
Molten Shell Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills. | |
Vaal Molten Shell Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill. | |
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. | |
Vaal Haste Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies. | |
Vaal Discipline Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies. | |
Vaal Grace Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you. | |
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. | |
Vaal Clarity Casts a temporary aura that lets you and your allies cast skills without paying their mana costs. | |
Conversion Trap Throws a trap that, when triggered by an enemy, converts that enemy to your side for a short duration. Does not affect unique monsters or players. | |
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 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. | |
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. | |
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. | |
Arctic Armour Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary. | |
Vaal Arctic Armour Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed. | |
Flammability Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit. | |
Frostbite Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit. | |
Conductivity Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit. | |
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. | |
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. | |
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. | |
Smoke Mine Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills. | |
Animate Weapon Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines. | |
Animate Weapon of Self Reflection Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines. | |
Animate Weapon of Ranged Arms 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. | |
Vaal Impurity of Fire Casts an aura that reduces fire damage taken and provides ignite immunity to you and nearby allies, and makes hits against nearby enemies ignore their fire resistance. | |
Vaal Impurity of Ice Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance. | |
Vaal Impurity of Lightning Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance. | |
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. | |
Summon Raging Spirit Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them. | |
Summon Raging Spirit of Enormity Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them. | |
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. | |
Desecrate Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills. | |
Flesh Offering Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed. | |
Bone Offering Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed. | |
Spirit Offering Consumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed. | |
Convocation Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect. | |
Convocation Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect. | |
Herald of Ash Grants a buff providing fire damage based on your physical damage. While you have this buff, if you kill an enemy, other enemies near them will be burned based on the overkill damage. The burn inflicted by this skill can only be affected by modifiers to damage over time (burning damage is damage over time). | |
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. | |
Herald of Purity Grants a buff which lets you deal more physical damage. When you kill an enemy while you have this buff, this skill will summon a Sentinel of Purity, or refresh the duration and life of an existing one instead if you have the maximum number of them. The Sentinels of Purity have a single-target melee attack and an area melee attack. | |
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. | |
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. | |
Vengeful Cry Retaliate against a savage hit with a warcry, taunting all nearby enemies to attack the user. The user and nearby allies gain a buff which grants rage and prevents rage from being lost. Minions cannot gain rage. | |
Rallying Cry Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Nearby allies gain a buff based on the damage of your weapon. | |
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. | |
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. | |
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. | |
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. | |
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. | |
Contagion Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies. | |
Contagion of Subsiding Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before. | |
Contagion of Transference Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies. | |
Wither Casts a debilitating debuff on enemies in an area, hindering their movement and also inflicts the Withered debuff, which increases the Chaos Damage they take and can stack up to 15 times. | |
Blight Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. | |
Blight of Contagion Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion. | |
Blight of Atrophy Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration. | |
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. | |
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. | |
Scorching Ray Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns. | |
Scorching Ray of Immolation Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns. | |
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. | |
Vulnerability Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding. | |
Siphoning Trap Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies. | |
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. | |
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 Blight Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement. | |
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. | |
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. | |
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. | |
War Banner 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. | |
Dread Banner 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. | |
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 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. | |
Bane Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines. | |
Bane of Condemnation Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines. | |
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 | |
Steelskin Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills. | |
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. | |
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. | |
Withering Step Grants Elusive and a buff that grants Phasing. While you have this buff, monsters that enter an area around you will be Withered. Using a skill or losing the Elusive buff ends this skill's effects. Shares a cooldown with other Blink skills. Cannot be used while already Elusive. | |
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. | |
Arcane Cloak Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills. | |
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. | |
Arcanist Brand Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies. | |
Intimidating 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 movement speed. | |
Seismic Cry Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent slam attacks. The user and nearby allies gain a buff that increases their armour and stun threshold. | |
Ancestral Cry Performs a warcry, taunting all nearby enemies to attack the user and exerting subsequent strike attacks. The user and nearby allies gain a buff that grants elemental resistances. | |
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. | |
Wintertide Brand Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached. | |
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. | |
General's Cry Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating. | |
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. | |
Frost Shield Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once. | |
Sigil of Power Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time. | |
Flame Wall Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit. | |
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. | |
Corrupting Fever Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires. | |
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. | |
Defiance Banner 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. | |
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. | |
Battlemage's Cry Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that boosts critical strike chance. | |
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. | |
Ambush Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack. | |
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 | |
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. | |
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. | |
Soul Link Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
Flame Link Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
Vampiric Link Targets an allied player to apply a buff which links you to them for a duration. While linked, they get recovery from your life leech instead of you. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
Protective Link Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
Intuitive Link Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
Destructive Link Targets an allied player to apply a buff which links you to them for a duration. While linked, they use your main hand critical strike chance. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines. | |
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. | |
Alchemist's Mark Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time. | |
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 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 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 Animate Weapon Animates multiple Melee Weapon Items and Lingering Blades to fight by your side, and transforms them into different, unique weapons. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines. | |
Vaal Absolution Causes one of your existing Sentinels of Absolution to Ascend, becoming more powerful, gaining new spells, and overriding its duration, while maintaining its other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Absolution, an existing one will be refreshed instead. | |
Vaal Domination This spell causes one of your existing Sentinels of Dominance to Ascend, becoming more powerful, gaining new attacks, and overriding its duration, while maintaining its monster modifiers and other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Dominance, an existing one will be refreshed instead. | |
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. |