Skill Gems Gem/519
Attack Melee Strike Slam Warcry Spell Arcane Brand Orb Nova Channelling Physical Fire Cold Lightning Chaos Bow Projectile Chaining Prismatic Minion Mine Trap Totem Golem Aura Herald Stance Guard Movement Travel Blink Curse Hex Mark AoE Critical Duration Vaal Retaliation Trigger Link
Name
Cleave (1)
Attack, AoE, Melee
Cleave of Rage (1)
Attack, AoE, Melee
Glacial Hammer (1)
Attack, Melee, Strike, Cold
Glacial Hammer of Shattering (1)
Critical, Attack, Melee, Strike, Cold
Ground Slam (1)
Attack, AoE, Slam, Melee
Ground Slam of Earthshaking (1)
Attack, AoE, Slam, Melee
Heavy Strike (1)
Attack, Melee, Strike
Molten Strike (1)
Attack, Projectile, AoE, Melee, Strike, Fire
Molten Strike of the Zenith (1)
Attack, Projectile, AoE, Melee, Strike, Fire
Perforate (1)
Attack, AoE, Slam, Melee
Perforate of Duality (1)
Attack, AoE, Slam, Melee
Perforate of Bloodshed (1)
Physical, Attack, AoE, Slam, Melee
Shield Crush (1)
Attack, AoE, Physical, Melee
Shield Crush of the Chieftain (1)
Attack, AoE, Fire, Melee
Smite (1)
Lightning, Attack, AoE, Duration, Melee, Strike, Aura
Smite of Divine Judgement (1)
Lightning, Attack, AoE, Melee, Strike
Vaal Cleave (1)
Attack, AoE, Vaal, Duration, Melee
Vaal Glacial Hammer (1)
Attack, Melee, Strike, Duration, AoE, Vaal, Cold
Vaal Ground Slam (1)
Attack, AoE, Vaal, Slam, Melee
Vaal Molten Strike (1)
Attack, Projectile, AoE, Melee, Strike, Fire, Chaining, Vaal
Vaal Smite (1)
Lightning, Attack, AoE, Duration, Melee, Strike, Aura, Vaal
Ancestral Protector (4)
Attack, Totem, Melee, Strike
Blood and Sand (4)
Spell, Stance
Crushing Fist (4)
Attack, Slam, AoE, Retaliation, Melee
Decoy Totem (4)
Totem, Spell, AoE
Devouring Totem (4)
Totem, Spell
Holy Flame Totem (4)
Totem, Spell, Projectile, Fire, Channelling, Physical
Holy Flame Totem of Ire (4)
Totem, Spell, Projectile, Fire, Channelling, Physical
Steelskin (4)
Spell, Duration, Guard
Rejuvenation Totem (4)
Totem, Aura, Spell, AoE
Shield Charge (4)
Attack, AoE, Movement, Travel, Physical, Melee
Vaal Rejuvenation Totem (4)
Totem, Aura, Spell, AoE, Vaal
Vigilant Strike (4)
Attack, Melee, Strike
War Banner (4)
AoE, Spell, Duration, Aura, Physical
Enduring Cry (10)
Warcry, AoE, Duration
Intimidating Cry (10)
Warcry, AoE, Duration, Physical
Leap Slam (10)
Attack, AoE, Movement, Travel, Slam, Melee
Leap Slam of Groundbreaking (10)
Attack, AoE, Movement, Travel, Slam, Melee
Vitality (10)
Aura, Spell, AoE
Absolution (12)
Spell, Minion, Duration, Physical, Lightning, AoE
Absolution of Inspiring (12)
Spell, Minion, Duration, Physical, Lightning, AoE
Chain Hook (12)
Attack, AoE, Movement, Melee
Earthshatter (12)
Attack, AoE, Slam, Duration, Melee
Earthshatter of Fragility (12)
Attack, AoE, Slam, Duration, Melee
Earthshatter of Prominence (12)
Attack, AoE, Slam, Duration, Melee
Exsanguinate (12)
Spell, Chaining, Physical, Duration
Exsanguinate of Transmission (12)
Spell, Chaining, Physical, Duration
Infernal Blow (12)
Attack, AoE, Melee, Strike, Fire, Duration
Infernal Blow of Immolation (12)
Attack, AoE, Melee, Strike, Fire, Duration
Searing Bond (12)
Spell, Totem, Fire
Static Strike (12)
Attack, Melee, Strike, AoE, Duration, Lightning, Chaining
Sunder (12)
Attack, AoE, Slam, Melee
Sunder of Earthbreaking (12)
Attack, AoE, Slam, Melee
Sweep (12)
Attack, AoE, Melee
Vaal Absolution (12)
Spell, Minion, Duration, Physical, Lightning, Vaal, AoE
Vaal Volcanic Fissure (12)
Melee, Attack, Projectile, AoE, Slam, Fire, Vaal
Volcanic Fissure (12)
Melee, Attack, Projectile, AoE, Slam, Fire
Volcanic Fissure of Snaking (12)
Melee, Attack, AoE, Slam, Fire
Ancestral Cry (16)
Warcry, AoE, Duration
Corrupting Fever (16)
Spell, Duration, Physical
Defiance Banner (16)
AoE, Spell, Duration, Aura
Eviscerate (16)
Attack, AoE, Retaliation, Physical, Melee
Flesh and Stone (16)
Spell, Aura, AoE, Stance, Physical
Herald of Ash (16)
Spell, AoE, Fire, Herald, Duration
Herald of Purity (16)
Spell, Herald, Minion, Duration, Physical
Molten Shell (16)
Spell, AoE, Duration, Fire, Physical, Guard
Seismic Cry (16)
Warcry, AoE, Duration
Swordstorm (16)
Attack, AoE, Retaliation, Melee
Vaal Molten Shell (16)
Spell, AoE, Duration, Fire, Physical, Vaal, Guard
Warlord's Mark (16)
Spell, Curse, Mark
Anger (24)
Aura, Spell, AoE, Fire
Autoexertion (24)
Warcry, Trigger, Spell
Battlemage's Cry (24)
Warcry, Critical, Trigger, AoE, Duration
Determination (24)
Aura, Spell, AoE, Physical
Dread Banner (24)
AoE, Spell, Duration, Aura
General's Cry (24)
Warcry, AoE, Duration
Infernal Cry (24)
Warcry, AoE, Duration, Fire, Attack, Trigger, Melee
Petrified Blood (24)
Spell
Pride (24)
Spell, AoE, Aura, Physical
Punishment (24)
Spell, AoE, Duration, Curse, Hex
Purity of Fire (24)
Aura, Spell, AoE, Fire
Rallying Cry (24)
Warcry, AoE, Duration
Vaal Impurity of Fire (24)
Aura, Spell, AoE, Duration, Vaal, Fire
Vengeful Cry (24)
Warcry, AoE, Duration, Retaliation
Vulnerability (24)
Spell, AoE, Duration, Curse, Physical, Hex
Ancestral Warchief (28)
Attack, Totem, AoE, Slam, Melee
Animate Guardian (28)
Spell, Minion
Animate Guardian of Smiting (28)
Spell, Minion, Lightning
Bladestorm (28)
Attack, AoE, Duration, Melee
Bladestorm of Uncertainty (28)
Attack, AoE, Duration, Melee
Boneshatter (28)
Attack, Melee, Strike, AoE, Duration, Physical
Boneshatter of Complex Trauma (28)
Attack, Melee, Strike, AoE, Duration, Physical
Boneshatter of Carnage (28)
Attack, Melee, Strike, AoE
Consecrated Path (28)
Fire, Attack, AoE, Movement, Duration, Slam, Melee
Consecrated Path of Endurance (28)
Fire, Attack, AoE, Movement, Duration, Slam, Melee
Dominating Blow (28)
Attack, Minion, Duration, Melee, Strike
Dominating Blow of Inspiring (28)
Attack, Minion, Duration, Melee, Strike
Earthquake (28)
Attack, AoE, Duration, Slam, Melee
Earthquake of Amplification (28)
Attack, AoE, Duration, Slam, Melee
Ice Crash (28)
Attack, AoE, Cold, Slam, Melee
Ice Crash of Cadence (28)
Attack, AoE, Cold, Slam, Melee
Rage Vortex (28)
Attack, AoE, Duration, Melee
Rage Vortex of Berserking (28)
Attack, AoE, Melee
Reap (28)
Spell, Physical, AoE, Duration
Shockwave Totem (28)
Totem, Spell, AoE, Physical, Nova
Tectonic Slam (28)
Fire, Attack, AoE, Slam, Melee
Tectonic Slam of Cataclysm (28)
Fire, Attack, AoE, Slam, Melee
Vaal Ancestral Warchief (28)
Attack, Totem, AoE, Vaal, Melee, Slam
Vaal Domination (28)
Spell, Minion, Duration, Vaal, Attack, Melee, Strike
Vaal Earthquake (28)
Attack, AoE, Duration, Vaal, Slam, Melee
Vaal Reap (28)
Spell, Physical, AoE, Duration, Vaal
Berserk (34)
Spell
Flame Link (34)
Spell, Duration, Link, Fire
Frozen Legion (34)
Spell, Cold, Attack, AoE, Melee
Frozen Legion of Rallying (34)
Spell, Cold, Attack, AoE, Melee
Immortal Call (34)
Spell, Duration, Guard
Protective Link (34)
Spell, Duration, Link
Summon Flame Golem (34)
Fire, Minion, Spell, Golem
Summon Flame Golem of Hordes (34)
Fire, Minion, Spell, Golem
Summon Flame Golem of the Meteor (34)
Fire, Minion, Spell, Golem
Summon Stone Golem (34)
Minion, Spell, Golem, Physical
Summon Stone Golem of Hordes (34)
Minion, Spell, Golem, Physical
Summon Stone Golem of Safeguarding (34)
Minion, Spell, Golem, Physical
Vaal Immortal Call (34)
Spell, Duration, Vaal, Guard
Name
Burning Arrow (1)
Attack, Projectile, Fire, Bow
Burning Arrow of Vigour (1)
Attack, Projectile, Fire, Bow
Caustic Arrow (1)
Attack, Projectile, AoE, Duration, Chaos, Bow
Caustic Arrow of Poison (1)
Attack, Projectile, AoE, Chaos, Bow
Cobra Lash (1)
Attack, Projectile, Chaos
Double Strike (1)
Attack, Melee, Strike, Physical
Double Strike of Impaling (1)
Attack, Melee, Strike, Physical
Double Strike of Momentum (1)
Attack, Melee, Strike
Dual Strike (1)
Critical, Attack, Melee, Strike
Dual Strike of Ambidexterity (1)
Attack, Melee, Strike
Ethereal Knives (1)
Spell, Projectile, Physical
Ethereal Knives of Lingering Blades (1)
Spell, Projectile, Physical, Duration
Ethereal Knives of the Massacre (1)
Spell, Projectile, Physical
Explosive Trap (1)
Trap, Spell, AoE, Fire, Physical
Explosive Trap of Shrapnel (1)
Trap, Spell, AoE, Fire, Physical
Explosive Trap of Magnitude (1)
Trap, Spell, AoE, Physical
Frost Blades (1)
Attack, Projectile, Melee, Strike, Cold
Frost Blades of Katabasis (1)
Attack, Melee, Strike, Cold, AoE, Duration
Galvanic Arrow (1)
Lightning, Attack, Projectile, AoE, Bow
Galvanic Arrow of Energy (1)
Lightning, Attack, AoE, Bow
Galvanic Arrow of Surging (1)
Lightning, Attack, Projectile, AoE, Bow
Ice Shot (1)
Attack, Projectile, AoE, Cold, Bow
Ice Shot of Penetration (1)
Attack, Projectile, AoE, Cold, Bow
Spectral Throw (1)
Attack, Projectile
Spectral Throw of Materialising (1)
Attack, Projectile
Split Arrow (1)
Attack, Projectile, Bow
Split Arrow of Splitting (1)
Attack, Projectile, Bow
Splitting Steel (1)
Attack, Projectile, AoE, Physical
Splitting Steel of Ammunition (1)
Attack, Projectile, AoE, Physical
Vaal Burning Arrow (1)
Attack, Projectile, AoE, Vaal, Fire, Bow
Vaal Caustic Arrow (1)
Attack, Projectile, AoE, Duration, Chaos, Vaal, Bow
Vaal Double Strike (1)
Attack, Melee, Strike, Duration, Vaal, Physical
Vaal Ice Shot (1)
Attack, Projectile, AoE, Cold, Vaal, Duration, Bow
Vaal Spectral Throw (1)
Attack, Projectile, Vaal
Viper Strike (1)
Attack, Duration, Melee, Strike, Chaos
Viper Strike of the Mamba (1)
Attack, Duration, Melee, Strike, Chaos
Animate Weapon (4)
Duration, Minion, Spell, Physical
Animate Weapon of Self Reflection (4)
Duration, Minion, Spell
Animate Weapon of Ranged Arms (4)
Duration, Minion, Spell, Physical
Bear Trap (4)
Trap, Spell, Duration, Physical
Bear Trap of Skewers (4)
Trap, Spell, Duration, Physical
Dash (4)
Spell, Movement, Travel, Blink
Detonate Dead (4)
Spell, AoE, Fire
Detonate Dead of Scavenging (4)
Spell, AoE, Fire
Detonate Dead of Chain Reaction (4)
Spell, AoE, Fire
Puncture (4)
Attack, Projectile, Duration, Physical, Bow
Puncture of Shanking (4)
Attack, Melee, Strike, Duration, Physical
Shrapnel Ballista (4)
Attack, Projectile, Totem, Bow
Shrapnel Ballista of Steel (4)
Attack, Projectile, Totem, Physical, Bow
Sniper's Mark (4)
Spell, Curse, Mark
Vaal Animate Weapon (4)
Duration, Minion, Spell, Vaal, Physical
Vaal Detonate Dead (4)
Spell, AoE, Vaal, Fire
Blink Arrow (10)
Attack, Minion, Duration, Movement, Travel, Bow
Blink Arrow of Bombarding Clones (10)
Attack, Minion, Duration, Movement, Travel, Bow
Blink Arrow of Prismatic Clones (10)
Attack, Minion, Duration, Movement, Travel, Prismatic, Bow
Flicker Strike (10)
Attack, Melee, Strike, Movement, Duration
Flicker Strike of Power (10)
Critical, Attack, Melee, Strike, Movement, Duration
Mirror Arrow (10)
Attack, Minion, Duration, Movement, Travel, Bow
Mirror Arrow of Bombarding Clones (10)
Attack, Minion, Duration, Movement, Travel, Bow
Mirror Arrow of Prismatic Clones (10)
Attack, Minion, Duration, Movement, Travel, Prismatic, Bow
Precision (10)
Aura, Critical, Spell, AoE
Smoke Mine (10)
Mine, Spell, AoE, Duration, Movement, Travel, Blink
Unearth (10)
Spell, Projectile, AoE, Physical
Vaal Flicker Strike (10)
Attack, Melee, Strike, Movement, Vaal, Duration
Whirling Blades (10)
Attack, Movement, Travel, Melee
Withering Step (10)
Travel, AoE, Chaos, Movement, Blink, Spell, Duration
Barrage (12)
Attack, Projectile, Bow
Barrage of Volley Fire (12)
Attack, Projectile, Bow
Blade Trap (12)
Trap, Attack, AoE
Blade Trap of Greatswords (12)
Trap, Attack, AoE, Duration
Blade Trap of Laceration (12)
Trap, Attack, AoE, Physical
Blade Vortex (12)
Spell, AoE, Duration, Physical
Blade Vortex of the Scythe (12)
Spell, AoE, Duration, Physical
Elemental Hit (12)
Attack, Melee, Strike, Fire, Cold, Lightning, AoE, Prismatic
Elemental Hit of the Spectrum (12)
Attack, Projectile, Fire, Cold, Lightning, AoE, Bow
Fire Trap (12)
Trap, Spell, Duration, AoE, Fire
Fire Trap of Blasting (12)
Trap, Spell, Duration, AoE, Fire
Lacerate (12)
Attack, AoE, Physical, Melee
Lacerate of Butchering (12)
Attack, AoE, Melee
Lacerate of Haemorrhage (12)
Attack, AoE, Physical, Melee
Lightning Arrow (12)
Attack, AoE, Projectile, Lightning, Bow
Lightning Arrow of Electrocution (12)
Attack, Projectile, Lightning, Bow
Lightning Strike (12)
Attack, Projectile, Melee, Strike, Lightning
Lightning Strike of Arcing (12)
Attack, Projectile, Melee, Strike, Lightning, Chaining
Poisonous Concoction (12)
Attack, AoE, Chaos, Projectile
Poisonous Concoction of Bouncing (12)
Attack, AoE, Chaos, Projectile, Chaining
Rain of Arrows (12)
Attack, AoE, Projectile, Bow
Rain of Arrows of Artillery (12)
Attack, AoE, Projectile, Bow
Rain of Arrows of Saturation (12)
Attack, AoE, Projectile, Bow
Reave (12)
Attack, AoE, Melee
Reave of Refraction (12)
Attack, AoE, Melee
Shattering Steel (12)
Attack, Projectile, AoE, Physical
Shattering Steel of Ammunition (12)
Attack, Projectile, AoE, Physical, Duration
Siege Ballista (12)
Attack, Projectile, Totem, Bow
Siege Ballista of Splintering (12)
Attack, Projectile, Totem, Bow
Spectral Helix (12)
Attack, Projectile
Toxic Rain (12)
Attack, AoE, Chaos, Duration, Projectile, Bow
Toxic Rain of Sporeburst (12)
Attack, AoE, Chaos, Duration, Projectile, Bow
Toxic Rain of Withering (12)
Attack, AoE, Chaos, Duration, Projectile, Bow
Vaal Blade Vortex (12)
Critical, Spell, AoE, Duration, Vaal, Physical
Vaal Lightning Arrow (12)
Attack, AoE, Projectile, Lightning, Vaal, Bow
Vaal Lightning Strike (12)
Attack, Melee, Strike, Duration, Vaal, Lightning, Projectile
Vaal Rain of Arrows (12)
Attack, AoE, Projectile, Vaal, Bow
Vaal Reave (12)
Attack, AoE, Vaal, Melee
Vaal Venom Gyre (12)
Attack, Projectile, Chaos, Duration, Vaal
Venom Gyre (12)
Attack, Projectile, Chaos, Duration
Volatile Dead (12)
Spell, AoE, Fire
Volatile Dead of Confinement (12)
Spell, AoE, Fire, Duration
Volatile Dead of Seething (12)
Spell, AoE, Fire
Arctic Armour (16)
Spell, Duration, Cold
Blade Blast (16)
Spell, AoE, Physical
Blade Blast of Unloading (16)
Spell, AoE, Physical, Nova
Blade Blast of Dagger Detonation (16)
Spell, AoE, Physical, Nova
Blood Rage (16)
Spell, Duration, Physical
Desecrate (16)
Spell, AoE, Duration, Chaos
Ensnaring Arrow (16)
Attack, Projectile, AoE, Bow
Frenzy (16)
Attack, Projectile, Bow
Frenzy of Onslaught (16)
Attack, Melee, Strike
Glacial Shield Swipe (16)
Attack, AoE, Cold, Physical, Retaliation, Melee
Herald of Agony (16)
Spell, Herald, Minion, Chaos, Physical
Herald of Ice (16)
Spell, AoE, Cold, Herald
Poacher's Mark (16)
Physical, Spell, Curse, Mark
Vaal Arctic Armour (16)
Spell, Duration, Cold, Vaal
Alchemist's Mark (24)
Spell, Curse, Mark, AoE, Duration, Fire, Chaos
Grace (24)
Aura, Spell, AoE
Haste (24)
Aura, Spell, AoE
Hatred (24)
Aura, Spell, AoE, Cold
Plague Bearer (24)
Spell, Chaos, AoE
Purity of Ice (24)
Aura, Spell, AoE, Cold
Temporal Chains (24)
Spell, AoE, Duration, Curse, Hex
Vaal Grace (24)
Aura, Spell, AoE, Duration, Vaal
Vaal Haste (24)
Aura, Spell, AoE, Duration, Vaal
Vaal Impurity of Ice (24)
Aura, Spell, AoE, Duration, Vaal, Cold
Artillery Ballista (28)
Attack, Totem, AoE, Fire, Projectile, Bow
Artillery Ballista of Cross Strafe (28)
Attack, Totem, AoE, Fire, Projectile, Bow
Artillery Ballista of Focus Fire (28)
Attack, Totem, AoE, Fire, Projectile, Bow
Blade Flurry (28)
Attack, AoE, Channelling, Melee
Blade Flurry of Incision (28)
Critical, Attack, AoE, Channelling, Melee
Bladefall (28)
Spell, AoE, Physical, Duration
Bladefall of Volleys (28)
Critical, Spell, AoE, Physical
Bladefall of Impaling (28)
Critical, Spell, AoE, Physical
Blast Rain (28)
Fire, Attack, AoE, Projectile, Bow
Charged Dash (28)
Movement, AoE, Channelling, Attack, Lightning, Melee
Cremation (28)
Spell, AoE, Fire, Duration, Projectile, Orb
Cremation of Exhuming (28)
Spell, AoE, Fire, Duration, Projectile, Orb
Cremation of the Volcano (28)
Spell, AoE, Fire, Duration, Projectile, Orb
Cyclone (28)
Attack, AoE, Movement, Channelling, Melee
Cyclone of Tumult (28)
Attack, AoE, Movement, Channelling, Melee
Explosive Arrow (28)
Attack, Projectile, AoE, Duration, Fire, Bow
Explosive Concoction (28)
Attack, AoE, Fire, Cold, Lightning, Projectile
Explosive Concoction of Destruction (28)
Critical, Attack, AoE, Fire, Cold, Lightning, Projectile
Flamethrower Trap (28)
Trap, Spell, Duration, AoE, Fire
Ice Trap (28)
Trap, Spell, AoE, Cold
Ice Trap of Hollowness (28)
Trap, Spell, AoE, Cold
Lancing Steel (28)
Attack, Projectile, Physical
Lancing Steel of Spraying (28)
Attack, Projectile
Pestilent Strike (28)
Attack, Melee, Strike, AoE, Duration, Chaos
Scourge Arrow (28)
Attack, Projectile, Channelling, Chaos, Bow
Scourge Arrow of Menace (28)
Attack, Projectile, Chaos, Bow
Seismic Trap (28)
Trap, Spell, Duration, AoE, Physical
Seismic Trap of Swells (28)
Trap, Spell, AoE, Physical
Spectral Shield Throw (28)
Attack, Projectile, Physical
Spectral Shield Throw of Shattering (28)
Attack, Projectile, Cold
Storm Rain (28)
Attack, AoE, Lightning, Projectile, Bow
Storm Rain of the Conduit (28)
Attack, AoE, Lightning, Projectile, Bow
Storm Rain of the Fence (28)
Attack, AoE, Lightning, Projectile, Bow
Tornado Shot (28)
Attack, Projectile, Bow
Tornado Shot of Cloudburst (28)
Attack, Projectile, Bow
Vaal Blade Flurry (28)
Attack, AoE, Channelling, Vaal, Melee
Vaal Cyclone (28)
Attack, AoE, Duration, Vaal, Melee, Movement, Channelling
Wild Strike (28)
Attack, Melee, Strike, Lightning, Cold, Fire, Projectile, AoE, Chaining, Prismatic
Wild Strike of Extremes (28)
Attack, Melee, Strike, Lightning, Cold, Fire, Projectile, AoE, Chaining, Prismatic
Ambush (34)
Critical, Spell, Movement, Duration, Travel
Intuitive Link (34)
Trigger, Spell, Duration, Link
Phase Run (34)
Spell, Duration, Movement, Physical, Travel
Snipe (34)
Attack, Projectile, Channelling, Physical, Bow
Summon Ice Golem (34)
Critical, Cold, Minion, Spell, Golem
Summon Ice Golem of Hordes (34)
Cold, Minion, Spell, Golem
Summon Ice Golem of Shattering (34)
Cold, Minion, Spell, Golem
Temporal Rift (34)
Spell
Tornado (34)
Spell, Duration, Physical, AoE, Orb
Tornado of Elemental Turbulence (34)
Spell, Duration, Physical, AoE, Orb, Fire, Cold, Lightning, Prismatic
Vampiric Link (34)
Spell, Duration, Link
Name
Blight (1)
Spell, Chaos, AoE, Channelling, Duration
Blight of Contagion (1)
Spell, Chaos, AoE, Channelling, Duration
Blight of Atrophy (1)
Spell, Chaos, AoE, Channelling, Duration
Fireball (1)
Projectile, Spell, AoE, Fire
Freezing Pulse (1)
Spell, Projectile, Cold
Frostbolt (1)
Spell, Projectile, Cold
Kinetic Bolt (1)
Attack, Projectile
Kinetic Bolt of Fragmentation (1)
Attack, Projectile
Lightning Tendrils (1)
Critical, Spell, AoE, Lightning, Channelling
Lightning Tendrils of Eccentricity (1)
Critical, Spell, AoE, Lightning, Channelling
Lightning Tendrils of Escalation (1)
Spell, AoE, Lightning, Channelling
Purifying Flame (1)
Fire, Spell, AoE, Duration, Physical
Purifying Flame of Revelations (1)
Fire, Spell, AoE, Duration, Physical
Raise Zombie (1)
Spell, Minion
Raise Zombie of Slamming (1)
Spell, Minion
Raise Zombie of Falling (1)
Spell, Minion
Rolling Magma (1)
Spell, AoE, Fire, Projectile, Chaining
Spark (1)
Spell, Projectile, Duration, Lightning
Spark of the Nova (1)
Spell, Projectile, Duration, Lightning
Spark of Unpredictability (1)
Spell, Projectile, Duration, Lightning
Stormblast Mine (1)
Mine, Spell, AoE, Lightning, Aura, Nova
Vaal Blight (1)
Spell, Chaos, AoE, Duration, Vaal, Nova, Channelling
Vaal Fireball (1)
Projectile, Spell, AoE, Vaal, Fire
Vaal Spark (1)
Spell, Projectile, Duration, Vaal, Lightning
Contagion (4)
Spell, AoE, Duration, Chaos
Contagion of Subsiding (4)
Spell, AoE, Duration, Chaos
Contagion of Transference (4)
Spell, AoE, Duration, Chaos
Conversion Trap (4)
Trap, Spell, Duration
Flame Wall (4)
Spell, AoE, Duration, Fire
Frost Bomb (4)
Spell, AoE, Duration, Cold, Orb
Frost Bomb of Instability (4)
Spell, AoE, Duration, Cold
Frost Bomb of Forthcoming (4)
Spell, AoE, Duration, Cold
Frost Wall (4)
Spell, Duration, Cold
Frostblink (4)
Spell, Movement, Duration, Cold, Travel, Blink, AoE
Frostblink of Wintry Blast (4)
Spell, Movement, Cold, Travel, AoE
Orb of Storms (4)
Lightning, Spell, AoE, Chaining, Orb
Summon Holy Relic (4)
Minion, Spell
Summon Holy Relic of Conviction (4)
Minion, Spell
Summon Raging Spirit (4)
Spell, Minion, Duration, Fire
Summon Raging Spirit of Enormity (4)
Spell, Minion, Duration, Fire
Bodyswap (10)
Movement, Spell, AoE, Fire, Travel
Bodyswap of Sacrifice (10)
Movement, Spell, AoE, Fire, Travel, Minion
Clarity (10)
Aura, Spell, AoE
Flame Dash (10)
Spell, Movement, Duration, Fire, Travel, Blink
Flame Dash of Return (10)
Spell, Movement, Duration, Fire
Lightning Warp (10)
Spell, AoE, Duration, Movement, Lightning, Travel
Siphoning Trap (10)
Trap, Spell, Duration, AoE, Cold
Summon Skeletons (10)
Spell, Minion, Duration
Summon Skeletons of Archers (10)
Spell, Minion, Duration
Summon Skeletons of Mages (10)
Spell, Minion, Duration, Prismatic
Vaal Clarity (10)
Aura, Spell, AoE, Duration, Vaal
Vaal Lightning Warp (10)
Spell, AoE, Duration, Vaal, Lightning, Movement, Travel
Vaal Summon Skeletons (10)
Spell, Minion, Duration, Vaal
Wither (10)
Spell, AoE, Duration, Chaos, Channelling
Arc (12)
Spell, Chaining, Lightning
Arc of Surging (12)
Spell, Lightning
Arc of Oscillating (12)
Spell, Chaining, Lightning
Blazing Salvo (12)
Spell, AoE, Fire, Projectile
Bone Offering (12)
Minion, Spell, Duration
Creeping Frost (12)
Spell, Projectile, Duration, AoE, Cold
Essence Drain (12)
Spell, Projectile, Duration, Chaos, AoE
Essence Drain of Desperation (12)
Spell, Projectile, Duration, Chaos, AoE
Essence Drain of Wickedness (12)
Spell, Projectile, Duration, Chaos, AoE
Flame Surge (12)
Spell, AoE, Fire, Duration
Flame Surge of Combusting (12)
Spell, AoE, Fire, Duration
Flesh Offering (12)
Minion, Spell, Duration
Ice Nova (12)
Spell, AoE, Cold, Nova
Ice Nova of Frostbolts (12)
Spell, AoE, Cold, Nova
Ice Nova of Deep Freeze (12)
Spell, AoE, Cold, Nova
Ice Spear (12)
Critical, Spell, Projectile, Cold
Ice Spear of Splitting (12)
Spell, Projectile, Cold
Icicle Mine (12)
Mine, Critical, Spell, Projectile, Cold, Aura, AoE
Icicle Mine of Fanning (12)
Mine, Critical, Spell, Projectile, Cold, Aura, AoE
Icicle Mine of Sabotage (12)
Mine, Critical, Spell, Projectile, Cold, Aura, AoE
Incinerate (12)
Spell, Fire, Channelling, AoE
Incinerate of Expanse (12)
Spell, Fire, Channelling, AoE
Incinerate of Venting (12)
Spell, Fire, Channelling, AoE
Lightning Trap (12)
Trap, Critical, Spell, Projectile, Lightning
Lightning Trap of Sparking (12)
Trap, Critical, Spell, Projectile, Lightning
Manabond (12)
Spell, AoE, Lightning, Arcane
Power Siphon (12)
Critical, Attack, Projectile
Power Siphon of the Archmage (12)
Attack, Projectile, Lightning
Scorching Ray (12)
Spell, Fire, Duration, Channelling
Scorching Ray of Immolation (12)
Spell, Fire, Duration, Channelling
Spirit Offering (12)
Minion, Spell, Duration
Storm Brand (12)
Lightning, Spell, AoE, Chaining, Duration, Brand
Storm Brand of Indecision (12)
Lightning, Spell, AoE, Chaining, Duration, Brand
Storm Burst (12)
AoE, Spell, Lightning, Channelling, Duration, Physical
Storm Call (12)
Spell, AoE, Duration, Lightning
Vaal Arc (12)
Spell, Chaining, Vaal, Lightning, Duration
Vaal Ice Nova (12)
Spell, AoE, Vaal, Cold, Nova
Vaal Lightning Trap (12)
Trap, Critical, Spell, Projectile, Duration, Vaal, Lightning
Vaal Power Siphon (12)
Critical, Attack, Projectile, Vaal
Vaal Storm Call (12)
Spell, AoE, Duration, Vaal, Lightning
Voltaxic Burst (12)
Spell, AoE, Chaos, Lightning, Nova, Duration
Wintertide Brand (12)
Spell, AoE, Cold, Duration, Brand
Arcane Cloak (16)
Spell, Duration, Guard, Lightning, Arcane
Assassin's Mark (16)
Critical, Spell, Curse, Mark
Brand Recall (16)
Brand, Spell
Cold Snap (16)
Spell, AoE, Cold, Duration
Cold Snap of Power (16)
Critical, Spell, AoE, Cold
Divine Retribution (16)
Spell, AoE, Lightning, Physical, Retaliation
Forbidden Rite (16)
Spell, AoE, Chaos, Projectile
Forbidden Rite of Soul Sacrifice (16)
Spell, AoE, Chaos, Projectile
Galvanic Field (16)
Spell, AoE, Duration, Lightning, Chaining, Orb
Galvanic Field of Intensity (16)
Spell, AoE, Duration, Lightning, Chaining, Orb
Herald of Thunder (16)
Spell, AoE, Duration, Lightning, Herald
Righteous Fire (16)
Spell, AoE, Fire
Righteous Fire of Arcane Devotion (16)
Spell, AoE, Fire
Summon Skitterbots (16)
Trap, Mine, Spell, Minion, Cold, Lightning, AoE, Aura
Tempest Shield (16)
Spell, Lightning, Chaining
Vaal Cold Snap (16)
Spell, AoE, Duration, Vaal, Cold
Vaal Righteous Fire (16)
Spell, AoE, Fire, Vaal, Duration
Wave of Conviction (16)
Fire, Lightning, Spell, AoE, Duration, Physical
Automation (24)
Trigger, Spell
Bane (24)
Chaos, Trigger, Spell, AoE, Duration, Hex
Bane of Condemnation (24)
Chaos, Trigger, Spell, AoE, Duration, Hex
Conductivity (24)
Spell, AoE, Duration, Lightning, Curse, Hex
Convocation (24)
Minion, Spell, Duration
Despair (24)
Spell, AoE, Duration, Chaos, Curse, Hex
Discipline (24)
Aura, Spell, AoE
Elemental Weakness (24)
Spell, AoE, Duration, Curse, Hex
Energy Blade (24)
Spell, Lightning
Enfeeble (24)
Spell, AoE, Duration, Curse, Hex
Flammability (24)
Spell, AoE, Duration, Fire, Curse, Hex
Frostbite (24)
Spell, AoE, Duration, Cold, Curse, Hex
Malevolence (24)
Aura, Spell, AoE
Purity of Elements (24)
Aura, Spell, AoE
Purity of Lightning (24)
Aura, Spell, AoE, Lightning
Spellslinger (24)
Trigger, Spell
Vaal Discipline (24)
Aura, Spell, AoE, Duration, Vaal
Vaal Impurity of Lightning (24)
Aura, Spell, AoE, Duration, Vaal, Lightning
Wrath (24)
Aura, Spell, AoE, Lightning
Zealotry (24)
Aura, Critical, Spell, AoE
Armageddon Brand (28)
Spell, AoE, Fire, Duration, Brand
Armageddon Brand of Volatility (28)
Spell, AoE, Fire, Duration, Brand
Armageddon Brand of Recall (28)
Spell, AoE, Fire, Duration, Brand
Ball Lightning (28)
Spell, Projectile, AoE, Lightning
Ball Lightning of Orbiting (28)
Spell, Projectile, AoE, Lightning
Ball Lightning of Static (28)
Spell, AoE, Lightning, Orb
Crackling Lance (28)
Spell, AoE, Lightning
Crackling Lance of Branching (28)
Spell, AoE, Lightning
Crackling Lance of Disintegration (28)
Spell, AoE, Lightning
Dark Pact (28)
Minion, Spell, AoE, Chaining, Chaos, Nova
Discharge (28)
Spell, AoE, Fire, Cold, Lightning, Nova
Discharge of Misery (28)
Spell, AoE, Fire, Cold, Lightning, Nova
Divine Ire (28)
Lightning, Spell, AoE, Channelling, Physical
Divine Ire of Holy Lightning (28)
Lightning, Spell, AoE, Channelling, Physical
Divine Ire of Disintegration (28)
Lightning, Spell, AoE, Channelling, Physical
Eye of Winter (28)
Spell, Projectile, Cold
Eye of Winter of Finality (28)
Spell, Projectile, Cold
Eye of Winter of Transience (28)
Spell, Projectile, Cold
Firestorm (28)
Spell, AoE, Duration, Fire
Firestorm of Meteors (28)
Spell, AoE, Fire
Firestorm of Pelting (28)
Spell, AoE, Duration, Fire
Flameblast (28)
Spell, AoE, Fire, Channelling
Flameblast of Celerity (28)
Spell, AoE, Fire, Channelling
Flameblast of Contraction (28)
Spell, AoE, Fire, Channelling
Glacial Cascade (28)
Spell, AoE, Cold, Physical
Glacial Cascade of the Fissure (28)
Spell, AoE, Cold, Physical
Hexblast (28)
Spell, AoE, Chaos, Hex
Hexblast of Contradiction (28)
Spell, AoE, Chaos, Hex
Hexblast of Havoc (28)
Spell, AoE, Chaos, Hex
Kinetic Blast (28)
Attack, Projectile, AoE
Kinetic Blast of Clustering (28)
Attack, Projectile, AoE, Physical
Lightning Conduit (28)
Spell, AoE, Lightning
Lightning Conduit of the Heavens (28)
Spell, AoE, Lightning
Lightning Spire Trap (28)
Trap, Critical, Spell, Duration, AoE, Lightning
Lightning Spire Trap of Zapping (28)
Trap, Spell, Duration, AoE, Lightning
Lightning Spire Trap of Overloading (28)
Trap, Spell, Duration, AoE, Lightning
Penance Brand (28)
Spell, AoE, Physical, Lightning, Duration, Brand
Penance Brand of Dissipation (28)
Spell, AoE, Physical, Lightning, Duration, Brand
Penance Brand of Conduction (28)
Spell, AoE, Physical, Lightning, Duration, Brand
Pyroclast Mine (28)
Mine, Spell, Projectile, Fire, AoE, Aura, Nova
Pyroclast Mine of Sabotage (28)
Mine, Spell, Projectile, Fire, AoE, Aura, Nova
Raise Spectre (28)
Spell, Minion
Raise Spectre of Transience (28)
Spell, Minion, Duration
Shock Nova (28)
Spell, AoE, Lightning, Nova
Soulrend (28)
Chaos, Spell, AoE, Duration, Projectile
Soulrend of Reaping (28)
Chaos, Spell, Projectile
Soulrend of the Spiral (28)
Chaos, Spell, AoE, Duration, Projectile
Stormbind (28)
Spell, AoE, Channelling, Lightning, Duration, Arcane
Stormbind of Teleportation (28)
Spell, AoE, Channelling, Lightning, Duration, Arcane, Movement, Travel, Blink
Summon Reaper (28)
Physical, Minion, Spell
Summon Reaper of Revenants (28)
Minion, Spell
Summon Reaper of Eviscerating (28)
Physical, Minion, Spell
Vaal Firestorm (28)
Spell, AoE, Duration, Fire, Vaal
Vaal Flameblast (28)
Spell, AoE, Vaal, Fire, Channelling
Vortex (28)
Spell, AoE, Cold, Duration, Nova
Vortex of Projection (28)
Spell, AoE, Cold, Duration, Nova
Winter Orb (28)
Cold, Spell, Channelling, AoE, Duration, Projectile, Orb
Convocation (31)
Spell, Duration, Minion
Destructive Link (34)
Critical, Spell, Duration, Link
Frost Shield (34)
Critical, Spell, AoE, Duration, Cold
Hydrosphere (34)
Spell, AoE, Duration, Cold, Orb, Lightning, Physical
Sigil of Power (34)
Spell, AoE, Duration, Lightning, Arcane
Soul Link (34)
Spell, Duration, Link
Summon Carrion Golem (34)
Physical, Minion, Spell, Golem
Summon Carrion Golem of Hordes (34)
Physical, Minion, Spell, Golem
Summon Carrion Golem of Scavenging (34)
Physical, Minion, Spell, Golem
Summon Chaos Golem (34)
Chaos, Minion, Spell, Golem
Summon Chaos Golem of Hordes (34)
Chaos, Minion, Spell, Golem
Summon Chaos Golem of the Maelström (34)
Chaos, Minion, Spell, Golem
Summon Lightning Golem (34)
Lightning, Minion, Spell, Golem
Summon Lightning Golem of Hordes (34)
Lightning, Minion, Spell, Golem
Void Sphere (34)
Spell, AoE, Duration, Physical, Chaos, Orb
Void Sphere of Rending (34)
Spell, AoE, Duration, Physical, Chaos, Orb
Arcanist Brand (38)
Trigger, Spell, Duration, Brand
Name
Quickstep (1)
Spell, Movement, Travel, Blink
Detonate Mines (8)
Mine, Spell
Portal (10)
Spell
Vaal Breach (10)
Spell, Vaal
Skill Gems Summary /484
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
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.
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
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
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.
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.
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.
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
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
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.
Warlord's Mark
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
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.
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.
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.
Vitality
Casts an aura that grants life regeneration to you and your allies.
Determination
Casts an aura that grants armour to you and your allies.
Anger
Casts an aura that adds fire damage to the attacks and spells of you and your allies.
Shockwave Totem
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Rejuvenation Totem
Summons a totem that has an aura which regenerates life for you and your nearby allies.
Decoy Totem
Summons a totem that taunts nearby monsters to attack it.
Devouring Totem
Summons a totem that can consume nearby corpses. If you are hurt, it will destroy a corpse to leech life to you.
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.
Searing Bond
Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage.
Animate Guardian
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
Animate Guardian
Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
Purity of Fire
Casts an aura that grants fire resistance to you and your allies.
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.
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
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.
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 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.
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.
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.
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.
Summon Flame Golem
Summons a Flame Golem that grants you increased Damage. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
Summon Flame Golem
Summons a Flame Golem. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
Summon Flame Golem
Summons a Flame Golem. When summoned, the Flame Golem attacks by falling from the sky, dealing fire damage in an area and leaving burning ground around the impact. After landing, it can cast a fire spray and a wave of fire damage.
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
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.
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.
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.
Summon Stone Golem
Summons a Stone Golem that grants you life regeneration. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Summon Stone Golem
Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Summon Stone Golem
Summons a Stone Golem that takes a portion of the melee damage you recieve from enemy hits from its life before yours. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
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.
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
Slams the ground, creating a wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Tectonic Slam
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Tectonic Slam
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.
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.
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
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
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.
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.
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
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.
Blood and Sand
Casts a buff that grants different bonuses to melee skills depending on your stance. Using the skill again alternates between Blood Stance and Sand Stance.
Berserk
Consumes Rage at an accelerating rate to increase the effects of Rage.
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
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.
Flesh and Stone
Buffs you, and affects nearby enemies with an aura, differently depending on your stance. Both stances are more impactful against enemies closer to you. Using the skill again alternates between Blood Stance and Sand Stance.
Pride
Casts an aura that causes nearby enemies to take more physical damage.
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.
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
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
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.
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
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.
Petrified Blood
Applies a buff that protects the lower half of your life, preventing some of the immediate life loss when damaged by hits and applying the loss over time instead. Your life cannot be raised above low life other than by flasks, and while above low life, skills will cost life as well as mana.
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.
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
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.
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.
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.
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
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
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.
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.
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
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.
Frozen Legion
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
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 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 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 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 Rejuvenation Totem
Summons a totem that has an aura which regenerates life for you and your nearby allies. When things affected by the aura are hit, the totem's life is removed instead for some of the damage.
Autoexertion
Reserves mana based on the supported warcries to cause those warcries to be repeatedly triggered.
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
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.
Double Strike
Performs two fast strikes with a melee weapon.
Double Strike
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
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
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
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
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
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
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
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
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.
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
Fires an arrow that splits to hit different targets.
Caustic Arrow
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Caustic Arrow
Fires a poisonous arrow which deals chaos damage in an area on impact.
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.
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
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.
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
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.
Sniper's Mark
Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can only have one Mark at a time.
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
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
Fires multiple arrows into the air, to slowly land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Vaal Rain of Arrows
Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Lightning Strike
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.
Puncture
Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
Puncture
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
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.
Haste
Casts an aura that increases the movement speed, attack speed and cast speed of you and your allies.
Vaal Haste
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Grace
Casts an aura that grants evasion to 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.
Hatred
Casts an aura that grants extra cold damage based on physical damage to you and your allies.
Burning Arrow
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.
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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
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
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.
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
Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.
Animate Weapon
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.
Purity of Ice
Casts an aura that grants cold resistance to you and your allies.
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.
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
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.
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.
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
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 Agony
Grants a buff giving more poison damage and a chance to inflict poison. When you poison an enemy while you have this buff, you gain Virulence, and summon an Agony Crawler minion that uses projectile and area attacks. You will lose Virulence over time, at a rate which increases the more Virulence you have. The minion will die when you have no Virulence.
Poacher's Mark
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
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
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
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
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
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.
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.
Summon Ice Golem
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Summon Ice Golem
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Summon Ice Golem
Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.
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
Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
Wild Strike
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
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
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
Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
Galvanic Arrow
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
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.
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
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.
Siege Ballista
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Siege Ballista
Summons a ballista totem that attacks with forking arrows. Requires a Bow.
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
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
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
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
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.
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
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.
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
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
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
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Lancing Steel
Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
Lancing Steel
Thrust an Axe or Sword forward to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it.
Shattering Steel
Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
Shattering Steel
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.
Dash
Performs a series of quick teleports towards a targeted location. If using the "Attack in Place" option, the direction is reversed. Shares a cooldown with other Blink skills.
Precision
Casts an aura that grants accuracy and critical strike chance to you and your allies.
Cobra Lash
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
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.
Plague Bearer
Gain an Incubating buff, adding to its Plague Value as you inflict poisons. Use the skill again to begin Infecting, dealing chaos damage over time to nearby enemies until the Plague Value is depleted. Your damage modifiers don't apply to this skill's damage. Using the skill again alternates between Incubating and Infecting.
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
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
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
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.
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
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
Deals spell damage in an area around you. Your equipped daggers add to this damage.
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
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.
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.
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
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
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
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
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.
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.
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
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.
Temporal Rift
Reserves mana to apply a buff and leave afterimages of your recent past. Cast the spell again to return to the oldest afterimage, teleporting to that location as well as resetting your Life, Mana and Energy Shield to the values they had then.
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
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.
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.
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.
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 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 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 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 Lightning Arrow
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Vaal Ice Shot
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
Snipe
Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.
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
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.
Vaal Ice Nova
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
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
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.
Raise Zombie
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike.
Raise Zombie
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike and an area of effect slam which cannot be evaded.
Raise Zombie
Raises necromantic energies into the sky above a targeted location, where they coalesce into a zombie minion. The minion then attacks by falling to the ground, causing an impact that deals damage in an area and kills the zombie.
Righteous Fire
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Righteous Fire
Engulfs you in magical fire that rapidly burns you and nearby enemies. The effect ends when you have 1 life remaining.
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.
Discharge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Spark
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Spark
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Spark
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
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.
Raise Spectre
Raises a spectral version of a defeated foe as a minion to fight for you in battle.
Raise Spectre
Raises a spectral version of a defeated foe as a temporary minion to fight for you in battle for a duration.
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.
Elemental Weakness
Curses all targets in an area, lowering their elemental resistances.
Enfeeble
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Assassin's Mark
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
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
Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration.
Summon Skeletons
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.
Firestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Firestorm
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
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.
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.
Purity of Elements
Casts an aura that grants elemental resistances and elemental ailment immunity to you and your allies.
Discipline
Casts an aura that grants additional energy shield and increased energy shield recharge rate to 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.
Wrath
Casts an aura that adds lightning damage to the attacks of you and your allies, and makes your spells deal more lightning damage.
Clarity
Casts an aura that grants mana regeneration to you and your allies.
Vaal Clarity
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Icicle Mine
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.
Icicle Mine
Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.
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.
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
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
Arc
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.
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.
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
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
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.
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
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.
Purity of Lightning
Casts an aura that grants lightning resistance to you and your allies.
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.
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
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
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.
Ball Lightning
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
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
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.
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.
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
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.
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.
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
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
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.
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.
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
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.
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.
Summon Chaos Golem
Summons a Chaos Golem that grants you Physical Damage Reduction. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
Summon Chaos Golem
Summons a Chaos Golem. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
Summon Chaos Golem
Summons a Chaos Golem. The Chaos Golem can cast a powerful damage over time Chaos aura that Withers enemies in addition to its melee attack.
Summon Lightning Golem
Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Summon Lightning Golem
Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Flame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
Flame Dash
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.
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.
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
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
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
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.
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
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
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
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
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
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
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
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
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.
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
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.
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
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.
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.
Lightning Spire Trap
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
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.
Summon Holy Relic
Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a nova spell with a short cooldown, that deals physical damage to enemies and grants life regeneration to allies in an area around it. This life regeneration is higher when applied to minions.
Summon Holy Relic
Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a spell with a short cooldown, that deals physical damage to enemies in an area around a nearby enemy.
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
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.
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
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.
Brand Recall
Recall your brands to you, detaching them from enemies and increasing attachment range until they next attach to an enemy. Spends a portion of each recalled brand's cost to cause it to activate.
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.
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
Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
Soulrend
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
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
Zealotry
Casts an aura that grants bonuses to damage and critical strike chance of spells to you and your allies, and gives a chance to create Consecrated Ground against stronger enemies.
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
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
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.
Malevolence
Casts an aura that multiplies damage over time and increases skill effect duration of you and your allies.
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
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.
Summon Carrion Golem
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Summon Carrion Golem
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.
Summon Carrion Golem
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Stormblast Mine
Throws a mine that deals damage in an area when detonated.
Summon Skitterbots
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
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.
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
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.
Spellslinger
Reserves mana based on the supported spells to cause those spells to trigger when you fire projectiles from a wand attack.
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.
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
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
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.
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.
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
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
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.
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
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.
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.
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
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.
Summon Reaper
Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.
Summon Reaper
Summons a Reaper which uses a variety of slashing area attacks. The presence of any Reapers weakens your other non-Reaper minions, and Reapers will consume them to temporarily empower and heal themselves.
Summon Reaper
Summons a powerful Reaper which passively follows you without attacking enemies. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack. Cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
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
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
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.
Energy Blade
Grants a buff which significantly lowers your maximum Energy Shield to transform your equipped weapons into Swords formed from that energy. Casting the spell again removes the buff. Requires a Non-Bow weapon. This skill cannot be triggered.
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.
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.
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
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
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.
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.
Automation
While this skill is active, supported spells will be repeatedly triggered.
Portal
Creates a portal to the current area's town.
Vaal Breach
Creates a breach, making you vulnerable to its powerful inhabitants.
Detonate Mines
Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it.
Quickstep
Performs a series of quick teleports towards a targeted location, stopping if you would overlap with monsters or terrain. If using the "Attack in Place" option, the direction is reversed. Shares a cooldown with other Blink skills. Cannot be supported.

Community Wiki

Edit

Active Skill Gems

Active skill gems, or known as skill gems are an item class which grants active skills to the characters by placing them into an item socket. Similar to Support Gemss active skill gems can gain experience and level up increasing both their attribute and level requirement as well as the effect of the stats granted by the skill.

Active skill gems can be further augmented by placing appropriate Support Gemss into a linked socket.

Active skill gems have gem tags which are used to categorize them, but note that gem tags are not intended to indicate whether an active skill gem can be supported by other skill gems or whether specific stats (or modifiers) apply.

In term of item mod and passive skill, such as the mod +2 to Level of all Minion Skill Gems from Unnatural Strength, the "skill gem" refers to Active skill gem only. Support skill gems are refers as "support gems" in passive skill and item mods, such as Catarina, Master of Undeath's +# to Level of Socketed Support Gems.


Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.