trigger GemTags /37
Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Must support both an attack skill and a spell skill to work. The attack skill will trigger a spell when it critically strikes an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Must support both a melee attack skill and a spell skill to work. The attack skill will trigger a spell when it kills an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Each supported spell skill will have a chance to be triggered when you are stunned. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
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.
Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills with a reservation cannot be triggered.
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.
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.
[UNUSED] Summon replications of your character that follow you. When you use a supported skill, the replications also use their copy of the skill. Additional Projectiles are distributed evenly among replications.
Must support both an attack skill and a spell skill to work. The attack skill will trigger a spell when it critically strikes an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills with a reservation cannot be triggered.
Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Reserves mana based on the supported spells to cause those spells to trigger when you fire projectiles from a wand attack.
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.
Supports hex curse skills, causing them to trigger Doom Blast when the hex ends. Cannot support curse skills which are triggered or applied as an aura.
Casts an aura that deals Chaos Damage over Time to nearby Enemies. This skill cannot be cast by Totems.
Casts an aura that blinds enemies in a radius.
Must support both a channelling skill and a non-channelling spell skill to work. The channelling skill will trigger a spell periodically while channelling. Cannot support skills used by totems, traps, or mines. Vaal skills and skills with a reservation cannot be triggered.
Supports hex curse skills, causing them to trigger Doom Blast when the hex ends. Cannot support curse skills which are triggered or applied as an aura.
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.
Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
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.
Supports mark curse skills.
Supports bow attack skills, causing them to trigger when you've spent enough mana in total on other bow attacks. Cannot modify the skills of minions. Cannot support totems, traps, mines, Vaal skills, or channelling skills
Supports attacks, causing them to trigger the Prismatic Burst spell. Cannot support triggered attacks or attacks used by things other than you. Cannot modify the skills of minions.
Swing your wand to cause a number of projectiles to rain down within a large area in front of you, directly targeting the locations of enemies in the area. The locations where each projectile will land are shown with markers before they fall. Each projectile explodes when hitting the ground, dealing area damage and triggering Kinetic Anomaly. Cannot be used by Totems, Traps, or Mines.
Fires an arrow into the air to land at a targeted location. On impact, deals area damage and creates a thunderstorm which blinds enemies within it. Entering the thunderstorm will cause it to gain stages, and leaving it will cause it to dissipate. Leaving the storm while it is at maximum stages will cause it to explode, dealing damage and triggering Thunderburst. You must use this skill yourself, it cannot be used by Totems, Traps, Mines, or other objects that use skills for you.
Supports skills which summon totems. Cannot modify the skills of minions.
While this skill is active, supported spells will be repeatedly triggered.
Reserves mana based on the supported warcries to cause those warcries to be repeatedly triggered.
Supports attack skills that can be used with Wands. Cannot support Vaal skills, minion skills, movement skills, or skills used by totems, traps, or mines.
Supports Attack Skills, causing them to trigger Windburst on hit after you've travelled a certain distance. Cannot support triggered skills or skills used by things other than you. Cannot modify the skills of minions.
Supports Wand Attacks, granting them a chance to trigger Kinetic Flux on kill. Cannot support triggered skills or skills used by things other than you. Cannot modify the skills of minions.
Supports Skills which cause Damaging Hits, causing them to trigger Summon Living Lightning when dealing lightning damage. Cannot support skills used by totems, traps, or mines. Cannot modify the skills of Minions.
Skill Gem /49
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.
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.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your cast speed is substantially increased while under this effect. The effect ends when you have 1 life remaining. Requires mana.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
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.
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Throws a trap that 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.
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. If your Guardian dies you cannot summon an Animated Guardian again in that area.
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. If your Guardian dies you cannot summon an Animated Guardian again in that area.
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.
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. Placed mines apply a fire exposure aura to nearby enemies.
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. Placed mines apply a fire exposure aura to nearby enemies.
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.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
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.
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.
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.
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.
Summons a Stone Golem that grants you life regeneration and defences. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Engulfs you in magical lightning that rapidly damages nearby enemies and drains your mana. Your critical strike chance is substantially increased while under this effect. The effect ends when you have no mana remaining.
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.
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.
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
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.
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.
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.
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.
Fire arrows into the air that rain down around the targeted area, dealing area damage on impact and leaving the arrows stuck in the ground for a duration. If you move close to a stuck arrow, it will explode, dealing area damage and applying a fire damage over time debuff, as well as causing other stuck arrows in range to also explode.
Skill Gem Quality /7
(0–80)% increased Trap Trigger Area of Effect
(0–80)% increased Trap Trigger Area of Effect
(0–15)% Chance for Trap to Trigger an additional time
(0–15)% Chance for Trap to Trigger an additional time
(0–15)% Chance for Trap to Trigger an additional time
(0–15)% Chance for Trap to Trigger an additional time
(0–15)% Chance for Trap to Trigger an additional time
Support Gem /8
Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a trap that will use the skill for you when an enemy walks near it. Traps cannot use channelling skills.
Supports attack skills.
Supports melee strike or slam skills. Every third time you use a supported attack, that use of the skill will be more powerful.
Supports spell skills that you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Supports warcry skills.
Supports projectile spells you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Supports skills that hit enemies, causing them to gain bonuses while you have resonance of all three elements, and to grant resonance of elements other than the highest one in a hit. There is a maximum of 50 Resonance for each Element. Cannot support triggered skills, instant skills, orb skills, brands, skills with a reservation, or skills used by totems, traps, or mines. Cannot modify the skills of minions.
Supports attack skills that use bows or wands and fire projectiles ahead. Instead of using that skill, you will throw mines that will use the skill for you when you detonate them, targeting your location. Mines cannot use channelling skills.
Support Gem Quality /4
Supported Skills have (0–20)% increased Trap Trigger Area of Effect
Supported Skills require (0–10)% reduced amount of Damage taken to Trigger
(0–20)% chance to Trigger Supported Spells when you are Stunned, or
Block a Stunning Hit
Supported Skills have (0–20)% increased Trap Trigger Area of Effect
Item mods /16
NameLevelPre/SufDescriptionWeight
1WeaponTree40% reduced Trap Trigger Area of Effect
12% increased Trap Throwing Speed
one_hand_weapon 250
default 0
60WeaponTree40% reduced Trap Trigger Area of Effect
16% increased Trap Throwing Speed
one_hand_weapon 250
default 0
1WeaponTree60% reduced Trap Trigger Area of Effect
18% increased Trap Throwing Speed
two_hand_weapon 250
default 0
60WeaponTree60% reduced Trap Trigger Area of Effect
25% increased Trap Throwing Speed
two_hand_weapon 250
default 0
1WeaponTreeTrigger Level 20 Tornado when you Attack with Split Arrow or Tornado Shotbow 1000
default 0
1WeaponTreeTrigger Level 20 Blink Arrow when you Attack with Mirror Arrow
Trigger Level 20 Mirror Arrow when you Attack with Blink Arrow
bow 1000
default 0
1WeaponTreeTrigger Level 20 Summon Spectral Wolf on Critical Strike with Cleave or Reavesword 1000
axe 1000
dagger 1000
claw 1000
shield 500
default 0
1WeaponTreeTrigger Level 20 Bodyswap when you Explode a Corpse with Detonate Deadcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 500
shield 500
default 0
1WeaponTreeTrigger Level 20 Ice Nova from the Final Burst location of Glacial Cascades you Castcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 500
shield 500
default 0
1WeaponTreeTrigger Level 20 Stance Swap when you Attack with Perforate or Laceratesword 1000
axe 1000
shield 500
default 0
1WeaponTreeTrigger Level 20 Gravity Sphere when you Cast Storm Burst or Divine Irecaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 1000
shield 500
default 0
1WeaponTreeTrigger Level 20 Bone Corpses when you Stun an Enemy with Heavy Strike or Boneshattersword 500
staff 1000
sceptre 1000
mace 1000
axe 1000
shield 500
default 0
1WeaponTreeTrigger a Socketed Spell every second while Channelling Blade Flurry or Charged Dashranged 0
sword 1000
dagger 1000
claw 1000
weapon 500
shield 500
default 0
1WeaponTreeTrigger Level 20 Hydrosphere while you Channel Winter Orbcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeIce Traps and Lightning Traps are triggered by your Warcries
Ice Traps and Lightning Traps cannot be triggered by Enemies
Ice Trap and Lightning Trap Damage Penetrates 15% of Enemy Elemental Resistances
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeIce Traps and Lightning Traps are triggered by your Warcries
Ice Traps and Lightning Traps cannot be triggered by Enemies
Ice Trap and Lightning Trap Damage Penetrates 25% of Enemy Elemental Resistances
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
Enchantment Modifier /61
NameLevelPre/SufDescriptionWeight
Enchantment Word of Blades32EnchantmentTrigger Word of Blades on Hitgloves 100
default 0
Enchantment Edict of Blades53EnchantmentTrigger Edict of Blades on Hitgloves 100
default 0
Enchantment Decree of Blades66EnchantmentTrigger Decree of Blades on Hitgloves 100
default 0
Enchantment Commandment of Blades75EnchantmentTrigger Commandment of Blades on Hitgloves 100
default 0
Enchantment Word of Flames32EnchantmentTrigger Word of Flames on Hitgloves 100
default 0
Enchantment Edict of Flames53EnchantmentTrigger Edict of Flames on Hitgloves 100
default 0
Enchantment Decree of Flames66EnchantmentTrigger Decree of Flames on Hitgloves 100
default 0
Enchantment Commandment of Flames75EnchantmentTrigger Commandment of Flames on Hitgloves 100
default 0
Enchantment Word of Frost32EnchantmentTrigger Word of Frost on Killgloves 100
default 0
Enchantment Edict of Frost53EnchantmentTrigger Edict of Frost on Killgloves 100
default 0
Enchantment Decree of Frost66EnchantmentTrigger Decree of Frost on Killgloves 100
default 0
Enchantment Commandment of Frost75EnchantmentTrigger Commandment of Frost on Killgloves 100
default 0
Enchantment Word of the Grave32EnchantmentTrigger Word of the Grave when your Skills or Minions Killgloves 100
default 0
Enchantment Edict of the Grave53EnchantmentTrigger Edict of the Grave when your Skills or Minions Killgloves 100
default 0
Enchantment Decree of the Grave66EnchantmentTrigger Decree of the Grave when your Skills or Minions Killgloves 100
default 0
Enchantment Commandment of the Grave75EnchantmentTrigger Commandment of the Grave when your Skills or Minions Killgloves 100
default 0
Enchantment Word of Reflection32EnchantmentTrigger Word of Reflection when Hitgloves 100
default 0
Enchantment Edict of Reflection53EnchantmentTrigger Edict of Reflection when Hitgloves 100
default 0
Enchantment Decree of Reflection66EnchantmentTrigger Decree of Reflection when Hitgloves 100
default 0
Enchantment Commandment of Reflection75EnchantmentTrigger Commandment of Reflection when Hitgloves 100
default 0
Enchantment Word of Force32EnchantmentTrigger Word of Force on Hitgloves 100
default 0
Enchantment Edict of Force53EnchantmentTrigger Edict of Force on Hitgloves 100
default 0
Enchantment Decree of Force66EnchantmentTrigger Decree of Force on Hitgloves 100
default 0
Enchantment Commandment of Force75EnchantmentTrigger Commandment of Force on Hitgloves 100
default 0
Enchantment Word of Light32EnchantmentTrigger Word of Light when you take a Critical Strike Criticalgloves 100
default 0
Enchantment Edict of Light53EnchantmentTrigger Edict of Light when you take a Critical Strike Criticalgloves 100
default 0
Enchantment Decree of Light66EnchantmentTrigger Decree of Light when you take a Critical Strike Criticalgloves 100
default 0
Enchantment Commandment of Light75EnchantmentTrigger Commandment of Light when you take a Critical Strike Criticalgloves 100
default 0
Enchantment Word of Thunder32EnchantmentTrigger Word of Thunder on Killgloves 100
default 0
Enchantment Edict of Thunder53EnchantmentTrigger Edict of Thunder on Killgloves 100
default 0
Enchantment Decree of Thunder66EnchantmentTrigger Decree of Thunder on Killgloves 100
default 0
Enchantment Commandment of Thunder75EnchantmentTrigger Commandment of Thunder on Killgloves 100
default 0
Enchantment Word of War32EnchantmentTrigger Word of War on Killgloves 100
default 0
Enchantment Edict of War53EnchantmentTrigger Edict of War on Killgloves 100
default 0
Enchantment Decree of War66EnchantmentTrigger Decree of War on Killgloves 100
default 0
Enchantment Commandment of War75EnchantmentTrigger Commandment of War on Killgloves 100
default 0
Enchantment Word of Inferno32EnchantmentTrigger Word of Inferno on Killgloves 100
default 0
Enchantment Edict of Inferno53EnchantmentTrigger Edict of Inferno on Killgloves 100
default 0
Enchantment Decree of Inferno66EnchantmentTrigger Decree of Inferno on Killgloves 100
default 0
Enchantment Commandment of Inferno75EnchantmentTrigger Commandment of Inferno on Killgloves 100
default 0
Enchantment Word of Winter32EnchantmentTrigger Word of Winter when Hitgloves 100
default 0
Enchantment Edict of Winter53EnchantmentTrigger Edict of Winter when Hitgloves 100
default 0
Enchantment Decree of Winter66EnchantmentTrigger Decree of Winter when Hitgloves 100
default 0
Enchantment Commandment of Winter75EnchantmentTrigger Commandment of Winter when Hitgloves 100
default 0
Enchantment Word of the Tempest32EnchantmentTrigger Word of the Tempest on Hitgloves 100
default 0
Enchantment Edict of the Tempest53EnchantmentTrigger Edict of the Tempest on Hitgloves 100
default 0
Enchantment Decree of the Tempest66EnchantmentTrigger Decree of the Tempest on Hitgloves 100
default 0
Enchantment Commandment of the Tempest75EnchantmentTrigger Commandment of the Tempest on Hitgloves 100
default 0
Enchantment Word of Fury32EnchantmentTrigger Word of Fury on Hitgloves 100
default 0
Enchantment Edict of Fury53EnchantmentTrigger Edict of Fury on Hitgloves 100
default 0
Enchantment Decree of Fury66EnchantmentTrigger Decree of Fury on Hitgloves 100
default 0
Enchantment Commandment of Fury75EnchantmentTrigger Commandment of Fury on Hitgloves 100
default 0
Enchantment Word of Spite32EnchantmentTrigger Word of Spite when Hitgloves 100
default 0
Enchantment Edict of Spite53EnchantmentTrigger Edict of Spite when Hitgloves 100
default 0
Enchantment Decree of Spite66EnchantmentTrigger Decree of Spite when Hitgloves 100
default 0
Enchantment Commandment of Spite75EnchantmentTrigger Commandment of Spite when Hitgloves 100
default 0
Enchantment Word of Ire32EnchantmentTrigger Word of Ire when Hitgloves 100
default 0
Enchantment Edict of Ire53EnchantmentTrigger Edict of Ire when Hitgloves 100
default 0
Enchantment Decree of Ire66EnchantmentTrigger Decree of Ire when Hitgloves 100
default 0
Enchantment Commandment of Ire75EnchantmentTrigger Commandment of Ire when Hitgloves 100
default 0
Enchantment Arcanist Brand Unnerve 175EnchantmentSpells Triggered by Arcanist Brand Unnerve enemies on Hit for 4 seconds Casterhelmet 100
default 0
Monsters mods /3
NameLevelPre/SufDescriptionWeight
1UniqueTrigger Socketed Spells when you Spend at least 100 Mana on an
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
Caster Gem
1Uniquetrigger cascade target variation [1]
1Uniquetrigger cascade behaviour variation [3]
Veiled mods /5
NameLevelPre/SufDescriptionWeight
of the Order60SuffixTrigger Socketed Spells when you Focus, with a 0.25 second Cooldown
Focus has (5–8)% increased Cooldown Recovery Rate
grant focus skill [1]
Caster Gem
helmet 1000
default 0
Jorgin's60SuffixTrigger Level 10 Summon Spectral Wolf on Kill Minionjorgin_veiled_suffix 2000
default 0
of the Order60Suffix15% chance to Trigger Level 1 Blood Rage when you Kill an Enemy
(18–22)% increased Attack Speed
Attack Speed
ranged 0
weapon 1000
default 0
of the Order60Suffix15% chance to Trigger Level 1 Blood Rage when you Kill an Enemy
(12–15)% increased Attack Speed
Attack Speed
bow 1000
wand 1000
default 0
of the Order60SuffixTrigger a Socketed Spell on Using a Skill, with a 4 second Cooldown
Spells Triggered this way have 150% more Cost
Caster Gem
weapon 0
default 0
Crafting Bench /5
ModRequireItemClassesUnlock
Trigger a Socketed Spell when you Use a Skill, with a 8 second Cooldown
Spells Triggered this way have 150% more Cost
3x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedThe Refinery
Trigger Socketed Spells when you Focus, with a 0.25 second Cooldown
grant focus skill [1]
3x Chaos OrbHelmetThe Refinery
Trigger Level 10 Summon Spectral Wolf on Kill3x Chaos OrbAmuletMoon Temple Map
10% chance to Trigger Level 1 Blood Rage when you Kill an Enemy
(8–10)% increased Attack Speed
4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedJungle Valley Map
10% chance to Trigger Level 1 Blood Rage when you Kill an Enemy
(13–16)% increased Attack Speed
1x Exalted OrbOne Hand Melee · Two Hand MeleeJungle Valley Map
Misc mods /9
NameLevelDomainPre/SufDescriptionWeight
Vaalsmithed1ChestPrefixTriggers Vaal Caustic Arrow
chest play warning sound [1]
vaal_empowered 10000
default 0
Vaalsmithed1ChestPrefixTriggers Vaal Firestorm
chest play warning sound [1]
vaal_empowered 10000
default 0
Of the Vaal1ChestSuffixTriggers Vaal Blade Vortex
chest play warning sound [1]
vaal_empowered 1000
default 0
Vaalsmithed1ChestPrefixTriggers Vaal Spark
chest play warning sound [1]
vaal_empowered 10000
default 0
Vaalsmithed1ChestPrefixTriggers Vaal Flameblast
chest play warning sound [1]
vaal_empowered 10000
default 0
Vaalsmithed1ChestPrefixTriggers Vaal Spectral Throw
chest play warning sound [1]
vaal_empowered 10000
default 0
Vaalsmithed1ChestPrefixTriggers Vaal Volcanic Fissure
chest play warning sound [1]
vaal_empowered 10000
default 0
1JewelUnique(40–60)% increased Trap Trigger Area of Effect
1JewelUnique(8–12)% Chance for Traps to Trigger an additional time
Item /7
Flickerflame Blade
Physical Damage: 12-47
Critical Strike Chance: 8.5%
Attacks per Second: 1.45
Weapon Range: 1 metres
Requires Level 30, 54 Dex, 54 Int
Trigger Level 10 Flame Dash when you use a Socketed Skill
local skills granted by item are supported by level x unique trigger support [2]
Flashfire Blade
Physical Damage: 18-73
Critical Strike Chance: 8.5%
Attacks per Second: 1.45
Weapon Range: 1 metres
Requires Level 50, 86 Dex, 86 Int
Trigger Level 20 Flame Dash when you use a Socketed Skill
20% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
Infernal Blade
Physical Damage: 21-85
Critical Strike Chance: 8.5%
Attacks per Second: 1.45
Weapon Range: 1 metres
Requires Level 70, 121 Dex, 121 Int
Trigger Level 30 Flame Dash when you use a Socketed Skill
40% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
Mechalarm Belt
Requires Level 70
Trigger Level 20 Summon Taunting Contraption when you use a Flask
Flare Mace
Physical Damage: 20-41
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 30, 101 Str
Trigger Level 10 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
Crack Mace
Physical Damage: 31-64
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 50, 161 Str
Trigger Level 15 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
Boom Mace
Physical Damage: 39-81
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 70, 218 Str
Trigger Level 20 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
Unique /96
(15–25)% increased Stun and Block Recovery
+(20–30)% to Fire Resistance
(50–75)% reduced Trap Duration
25% increased Light Radius
Skills which Throw Traps throw up to 2 additional Traps
Traps cannot be triggered by Enemies
Traps from Skills are thrown randomly around targeted location
(20–30)% increased Global Critical Strike Chance
Trigger Level 10 Consecrate when you deal a Critical Strike
(30–35)% increased Global Critical Strike Chance
(10–15)% increased Light Radius
(40–50)% increased Rarity of Items Dropped by Enemies killed with a Critical Strike
50% increased Damage while on Consecrated Ground
+5% Chance to Block Attack Damage while on Consecrated Ground
+(8–12)% to all Elemental Resistances
Trigger Level 20 Death Aura when Equipped
+(40–50) to all Attributes
(10–15)% increased Attack Speed
(180–220)% increased Armour
+(60–70) to maximum Life
1% of Attack Damage Leeched as Life
You take 450 Chaos Damage per second for 3 seconds on Kill
Gore Footprints
frenzy charge blood dance art variation [0]
(Attributes are Strength, Dexterity, and Intelligence)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Trigger Level 5 Rain of Arrows when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
Trigger a Socketed Spell when you Attack with a Bow, with a 0.3 second Cooldown
(30–60)% increased Spell Damage
(10–15)% increased Attack Speed
+(30–50) to maximum Energy Shield
30% increased Mana Regeneration Rate
Trigger Level 1 Create Lesser Shrine when you Kill an Enemy
(120–150)% increased Evasion and Energy Shield
+(30–45) to maximum Energy Shield
+(60–80) to maximum Life
+(30–40)% to Cold Resistance
75% increased Effect of Shrine Buffs on you
50% increased Duration of Shrine Effects on you
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
(10–15)% Chance to Block Spell Damage
(120–160)% increased Energy Shield
10% increased maximum Life
Sacrifice 10% of your Life when you Use or Trigger a Spell Skill
5% increased Spell Damage per 100 Player Maximum Life
5% increased Spell Critical Strike Chance per 100 Player Maximum Life
15% reduced Enemy Stun Threshold
Trigger a Socketed Lightning Spell on Hit, with a 0.25 second Cooldown
Socketed Lightning Spells have no Cost if Triggered
+300 Intelligence Requirement
+200 Strength Requirement
(80–120)% increased Physical Damage
(80–100)% increased Lightning Damage
Skills Chain +1 times
+1 to Level of Socketed Strength Gems
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Trigger Socketed Minion Spells on Kill with this Weapon
Minion Spells Triggered by this Item have a 0.25 second Cooldown with 5 Uses
+212 Intelligence Requirement
Adds (50–80) to (130–180) Chaos Damage
(7–12)% increased Attack Speed
+(7–11)% to Chaos Resistance
Minions deal 2% increased Damage per 5 Dexterity
Trigger Level 15 Lightning Warp on Hit with this Weapon
(30–50)% increased Physical Damage
(30–50)% increased Critical Strike Chance
Hits with this Weapon gain (75–100)% of Physical Damage as Extra Cold or Lightning Damage
local skills granted by item are supported by level x unique trigger support [1]
local use skill on hit % [100]
45% increased Stun Duration on Enemies
25% chance to Trigger Level 20 Animate Weapon on Kill
(150–200)% increased Physical Damage
(8–12)% increased Attack Speed
(8–12)% increased Cast Speed
30% less Animate Weapon Duration
Weapons you Animate create an additional copy
Trigger Level 10 Shock Ground when Hit
Adds 1 to (60–80) Lightning Damage to Spells and Attacks
(130–170)% increased Energy Shield
+(25–35)% to Lightning Resistance
Curse Enemies which Hit you with a random Hex, ignoring Curse Limit
(5–10)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(12–16)% to Fire and Cold Resistances
Trigger Level 10 Summon Spectral Wolf on Kill
(20–30)% increased Mana Regeneration Rate
(15–25)% increased Trap Damage
(40–60)% increased Trap Trigger Area of Effect
(8–12)% Chance for Traps to Trigger an additional time
60% increased Global Accuracy Rating
(130–160)% increased Physical Damage
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes die when Rampage ends
Manifested Dancing Dervishes disables both weapon slots
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Adds (1–2) to (3–4) Fire Damage to Spells and Attacks
25% chance to Trigger Level 10 Summon Raging Spirit on Kill
Adds (20–24) to (38–46) Fire Damage
Adds (20–24) to (38–46) Fire Damage to Spells
10% chance to Cover Enemies in Ash on Hit
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
+1 to Level of Socketed Strength Gems
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(140–170)% increased Evasion and Energy Shield
+(60–90) to maximum Life
(10–15)% increased Cooldown Recovery Rate for throwing Traps
15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
30% chance to gain Phasing for 4 seconds when your Trap is triggered by an Enemy
Recover 100 Life when your Trap is triggered by an Enemy
Recover 50 Energy Shield when your Trap is triggered by an Enemy
(While you have Phasing, your movement is not blocked by Enemies)
50% chance to Trigger Socketed Spells when you Spend at least 100 Mana on an
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
15% reduced Cast Speed
(70–80)% increased Armour and Energy Shield
+(30–50) to maximum Mana
(Upfront Costs are all Costs that are not paid per-second)
+25% to Global Critical Strike Multiplier
Trigger a Socketed Cold Spell on Melee Critical Strike, with a 0.25 second Cooldown
+257 Intelligence Requirement
No Physical Damage
Adds (80–100) to (160–200) Cold Damage
Adds (40–60) to (90–110) Cold Damage to Spells
(8–14)% increased Attack Speed
60% increased Critical Strike Chance against Chilled Enemies
20% chance to Trigger Level 16 Molten Burst on Melee Hit
(170–190)% increased Physical Damage
(8–12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance
+(20–30) to Intelligence
Trigger Level 30 Lightning Bolt when you deal a Critical Strike
(10–20)% increased maximum Mana
-30% to Lightning Resistance
Critical Strike Chance is increased by Overcapped Lightning Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
25% chance to Maim on Hit
Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy
(280–320)% increased Physical Damage
(25–30)% reduced Attack Speed
25% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
40% increased Global Critical Strike Chance
100% chance to Trigger Level 1 Raise Spiders on Kill
(170–200)% increased Physical Damage
Adds (8–13) to (20–30) Physical Damage
Adds 1 to 59 Chaos Damage
15% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Triggers Level 7 Abberath's Fury when Equipped
+(20–30) to Strength
15% increased Movement Speed
(6–10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ignite deals Fire Damage over time)
Trigger Level 10 Void Gaze when you use a Skill
(150–180)% increased Energy Shield
+(50–80) to maximum Mana
50% increased Stun and Block Recovery
Gain (5–8)% of Elemental Damage as Extra Chaos Damage
40% increased Global Accuracy Rating
Trigger Level 20 Storm Cascade when you Attack
(75–90)% increased Spell Damage
(140–160)% increased Physical Damage
Adds 1 to (60–70) Lightning Damage
Adds 1 to (60–70) Lightning Damage to Spells
10% increased Area of Effect
+2 to Level of Socketed Gems
Triggers Level 20 Cold Aegis when Equipped
(200–250)% increased Armour and Evasion
+(60–80) to maximum Life
Cannot be Frozen
+12% to all Elemental Resistances
+2 to Level of Socketed Gems
Triggers Level 20 Fire Aegis when Equipped
(200–250)% increased Armour and Energy Shield
+(60–80) to maximum Life
Cannot be Ignited
Cannot roll Caster Modifiers
+1 to Level of Socketed Skill Gems per 25 Player Levels
Trigger a Socketed Spell when you Attack with this Weapon, with a 0.25 second Cooldown
Adds 3 to 5 Physical Damage to Attacks with this Weapon per 3 Player Levels
(8–12)% increased Attack Speed
Socketed Gems are Supported by Level 20 Blasphemy
Grants Level 20 Summon Doedre's Effigy Skill
Socketed Hex Curse Skills are Triggered by Doedre's Effigy when Summoned
Hexes from Socketed Skills can apply 5 additional Curses
+(30–40) to Intelligence
(130–150)% increased Energy Shield
20% less Effect of your Curses
Has 1 Abyssal Socket
Triggers Level 20 Death Walk when Equipped
(40–60)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(24–32)% increased Movement Speed while affected by a Magic Abyss Jewel
(16–24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Trigger Level 10 Assassin's Mark when you Hit a Rare or Unique Enemy and have no Mark
+(10–12)% chance to Suppress Spell Damage
(30–40)% increased Global Accuracy Rating
+(40–50) to maximum Life
(-20–-10)% to Chaos Resistance
2% increased Attack Critical Strike Chance per 200 Accuracy Rating
(40% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(20–30) to maximum Life
+2 to Level of Socketed Gems
Triggers Level 20 Elemental Aegis when Equipped
(180–220)% increased Armour
+(60–80) to maximum Life
+(80–100) to Evasion Rating and Energy Shield
Has 1 Abyssal Socket
Trigger Level 20 Spirit Burst when you Use a Skill while you have a Spirit Charge
+(10–15)% to all Elemental Resistances
+1 to Maximum Spirit Charges per Abyss Jewel affecting you
Gain a Spirit Charge on Kill
Gain 5% of Physical Damage as Extra Damage of each Element per Spirit Charge
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
+(20–25) to maximum Mana
Has 1 Abyssal Socket
20% chance to Trigger Level 20 Shade Form when you Use a Socketed Skill
(160–180)% increased Evasion and Energy Shield
3% increased Maximum Life per Abyss Jewel affecting you
3% increased Maximum Mana per Abyss Jewel affecting you
Penetrate 4% Elemental Resistances per Abyss Jewel affecting you
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Has 2 Abyssal Sockets
Trigger Level 20 Spirit Burst when you Use a Skill while you have a Spirit Charge
+(10–15)% to all Elemental Resistances
+1 to Maximum Spirit Charges per Abyss Jewel affecting you
Gain a Spirit Charge on Kill
Gain 5% of Physical Damage as Extra Damage of each Element per Spirit Charge
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
+(20–25) to maximum Mana
Has 2 Abyssal Sockets
20% chance to Trigger Level 20 Shade Form when you Use a Socketed Skill
(160–180)% increased Evasion and Energy Shield
3% increased Maximum Life per Abyss Jewel affecting you
3% increased Maximum Mana per Abyss Jewel affecting you
Penetrate 4% Elemental Resistances per Abyss Jewel affecting you
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Has 2 Abyssal Sockets
Triggers Level 20 Death Walk when Equipped
(40–60)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(24–32)% increased Movement Speed while affected by a Magic Abyss Jewel
(16–24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
(20–30)% increased Elemental Damage with Attack Skills
Consumes a Void Charge to Trigger Level 20 Void Shot when you fire Arrows with a Non-Triggered Skill
Adds (30–40) to (80–100) Cold Damage to Attacks
+(80–120) to maximum Energy Shield
+(20–30)% to Cold Resistance
Gain (20–40) Mana per Enemy Killed
30% increased Projectile Speed
5 Maximum Void Charges
Gain a Void Charge every 0.5 seconds
15% reduced Enemy Stun Threshold
Trigger Level 20 Icicle Burst when you Hit a Frozen Enemy
(140–180)% increased Physical Damage
Adds (11–14) to (17–21) Physical Damage
(15–40)% increased Critical Strike Chance
40% increased Rarity of Items Dropped by Frozen Enemies
(30–40)% increased Cold Damage with Attack Skills
60% increased Global Accuracy Rating
(130–160)% increased Physical Damage
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes die when Rampage ends
Manifested Dancing Dervishes disables both weapon slots
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Trigger Level 20 Intimidating Cry when you lose Cat's Stealth
(110–150)% increased Evasion Rating
+(50–70) to maximum Life
20% increased Movement Speed
(40–50)% chance to Avoid Bleeding
20% increased Movement Speed while you have Cat's Stealth
Trigger Level 20 Twister when you gain Avian's Might or Avian's Flight
(60–80)% increased Evasion Rating
+(40–60) to maximum Life
+(30–40)% to Lightning Resistance
(10–15)% increased Movement Speed
Adds (3–4) to (10–14) Physical Damage to Attacks
20% chance to Trigger Level 20 Tentacle Whip on Kill
Adds (26–32) to (42–48) Cold Damage to Attacks
(6–10)% increased maximum Energy Shield
(6–10)% increased maximum Life
(60–80)% increased Attack Damage if your opposite Ring is a Shaper Item
Cannot be Stunned by Attacks if your opposite Ring is an Elder Item
(15–25)% increased Elemental Damage
20% chance to Trigger Level 20 Summon Volatile Anomaly on Kill
Adds (13–18) to (50–56) Lightning Damage to Spells
(6–10)% increased maximum Energy Shield
(6–10)% increased maximum Life
(60–80)% increased Spell Damage if your opposite Ring is an Elder Item
Cannot be Stunned by Spells if your opposite Ring is a Shaper Item
Trigger Level 20 Animate Guardian's Weapon when Animated Guardian Kills an Enemy
10% chance to Trigger Level 18 Animate Guardian's Weapon when Animated Weapon Kills an Enemy
(150–190)% increased Armour and Energy Shield
+(60–90) to maximum Life
Animated Guardian deals 5% increased Damage per Animated Weapon
Animated and Manifested Minions' Melee Strikes deal Splash
Damage to surrounding targets
Animated and Manifested Minions' Melee Strikes deal 50% less Splash Damage
You cannot have Non-Animated, Non-Manifested Minions
animate guardian and weapon track on kill [2]
30% increased Stun Duration on Enemies
Trigger Level 20 Elemental Warding on Melee Hit while Cursed
200% increased Physical Damage
Adds (42–47) to (66–71) Physical Damage
Adds 11 to 23 Cold Damage
(10–20)% increased Stun Duration on Enemies
Never deal Critical Strikes
Trigger Level 1 Stalking Pustule on Kill
(120–150)% increased Armour and Evasion
+(50–60) to maximum Life
20% increased Movement Speed
50% increased Stun and Block Recovery
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30–40) to (50–60) Chaos Damage to Spells and Attacks during any Flask Effect
Trigger a Socketed Spell when you Attack with a Bow, with a 0.3 second Cooldown
(10–15)% increased Attack Speed
(10–15)% increased Cast Speed
+(100–120) to maximum Energy Shield
30% increased Mana Regeneration Rate
5% increased Movement Speed
(30–40)% increased Stun and Block Recovery
Adds (4–8) to (10–12) Cold Damage to Spells and Attacks
Triggers Level 20 Blinding Aura when Equipped
Adds (30–45) to (60–80) Fire Damage
(20–26)% increased Attack Speed
+(27–33)% to Global Critical Strike Multiplier
(15–20)% increased Light Radius
(120–140)% increased Critical Strike Chance against Blinded Enemies
Increases and Reductions to Light Radius also apply to Accuracy
Adds (145–157) to (196–210) Fire Damage to Hits with this Weapon against Blinded Enemies
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Skills used by Traps have (10–20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any
of your Traps are Triggered by an Enemy
Skills which throw Traps Cost Life instead of Mana
+12% to all Elemental Resistances
Trigger Commandment of Inferno on Critical Strike
(50–70)% increased Global Critical Strike Chance
+(60–80) to maximum Life
+(20–30)% to Fire Resistance
(8–12)% increased Attack Speed if you've dealt a Critical Strike Recently
(8–12)% increased Cast Speed if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
+25% Chance to Block Attack Damage while wielding a Staff
Trigger Level 25 Summon Phantasm Skill when you Consume a corpse
(100–140)% increased Spell Damage
(25–30)% increased Cast Speed
(80–100)% increased Mana Regeneration Rate
Minions deal (90–102) to (132–156) additional Physical Damage
If you Consumed a corpse Recently, you and nearby Allies Regenerate 5% of Life per second
(Recently refers to the past 4 seconds)
(10–15)% increased Spell Damage
Trigger a Socketed Warcry Skill on losing Endurance Charges, with a 0.25 second Cooldown
+(60–80) to maximum Life
+(17–23)% to Chaos Resistance
You lose all Endurance Charges on reaching maximum Endurance Charges
Cannot Block
50% increased Warcry Cooldown Recovery Rate
Trigger Level 20 Arcane Wake after Spending a total of 200 Mana
+(200–300) to Accuracy Rating
(120–150)% increased Armour and Evasion
+(60–80) to maximum Life
6% increased Attack Damage for each Map Item Modifier affecting the Area
3% increased Attack Speed for each Map Item Modifier affecting the Area
Socketed Gems have 25% increased Reservation Efficiency
Trigger Level 15 Feast of Flesh every 5 seconds
(180–220)% increased Energy Shield
10% chance for Energy Shield Recharge to start when you use a Skill
buff impl stat [0]
veiled mod seed [1,30000]
veiled mod type [2]
(Spend Energy Shield before Mana for Skill Mana Costs. Energy Shield protects Mana instead of Life. 50% less Energy Shield Recharge Rate)
Trigger Level 20 Bone Offering, Flesh Offering, Spirit Offering every 5 seconds in sequence
Offering Skills Triggered this way also affect you
(100–130)% increased Energy Shield
(6–10)% increased maximum Life
buff impl stat [0]
veiled mod seed [2,60000]
veiled mod type [3]
Trigger Level 20 Glimpse of Eternity when Hit
(100–150)% increased Evasion and Energy Shield
+(70–100) to maximum Life
+(17–23)% to Chaos Resistance
Gain (3–5)% of Elemental Damage as Extra Chaos Damage per Shaper Item Equipped
Hits ignore Enemy Monster Chaos Resistance if all Equipped Items are Shaper Items
Trigger Socketed Curse Spell when you Cast a Curse Spell, with a 0.25 second Cooldown
+(50–90) to maximum Energy Shield
0.2% of Spell Damage Leeched as Energy Shield for each Curse on Enemy
You can apply an additional Curse
Curse Skills have (10–20)% increased Cast Speed
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
[One to three random synthesis implicit modifiers]
+(1–3) to Level of Socketed Lightning Gems
Triggers Level 20 Lightning Aegis when Equipped
(1–20)% increased Attack Speed
(1–20)% increased Cast Speed
(300–400)% increased Evasion and Energy Shield
+(1–75) to maximum Mana
(1–20)% increased Movement Speed
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
(7–12)% increased Attack Speed
+(50–70) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Trigger Level 10 Contaminate when you Kill an Enemy
(200–250)% increased Armour and Energy Shield
(7–10)% increased maximum Life
+(29–43)% to Chaos Resistance
Enemies on Fungal Ground you Kill Explode, dealing 10% of their Life as Chaos Damage
You have Fungal Ground around you while stationary
(Allies on your Fungal Ground have +25% to Chaos Resistance. Enemies on your Fungal Ground have -10% to all Resistances.)
40% increased Global Accuracy Rating
Triggers Level 20 Reflection when Equipped
(130–150)% increased Physical Damage
Adds (16–22) to (40–45) Physical Damage
(8–12)% increased Attack Speed
(8–12)% increased Critical Strike Chance
summon mirage warrior on crit [100]
Grants Level 30 Snipe Skill
Socketed Non-Channelling Bow Skills are Triggered by Snipe
Socketed Triggered Bow Skills gain a 0.05 second Cooldown
+(350–500) to Accuracy Rating
+(350–500) to Evasion Rating
+2 to maximum Snipe Stages
+(14–20)% chance to Suppress Spell Damage while Channelling
(40% of Damage from Suppressed Hits and Ailments they inflict is prevented)
40% increased Global Accuracy Rating
Trigger Level 20 Storm Cascade when you Attack
(75–90)% increased Spell Damage
(140–160)% increased Physical Damage
Adds 1 to (60–70) Lightning Damage
Adds 1 to (60–70) Lightning Damage to Spells
10% increased Area of Effect
1.6% of Physical Attack Damage Leeched as Life
20% chance to Trigger Level 25 Summon Spectral Wolf on Critical Strike with this Weapon
(15–20)% increased Attack Speed
(22–28)% increased Critical Strike Chance
+(15–25)% to Global Critical Strike Multiplier
local use skill on crit % [20]
Triggers Level 20 Corpse Walk when Equipped
(80–120)% increased Evasion and Energy Shield
25% increased Movement Speed
For each nearby corpse, Regenerate 8 Life per second
For each nearby corpse, 1% increased Movement Speed
Trigger Level 5 Toxic Rain when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to maximum Life
+(80–100) to maximum Life
You can Cast an additional Brand
20% increased Critical Strike Chance per Brand
40% increased Brand Damage
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Cast a Spell while
wielding a Bow, with a 1 second Cooldown
(7–12)% increased Cast Speed
+(50–70) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Trigger Level 20 Shade Form when Hit
(100–150)% increased Evasion and Energy Shield
+(70–100) to maximum Life
+(17–23)% to Chaos Resistance
Gain (3–5)% of Physical Damage as Extra Chaos Damage per Elder Item Equipped
Hits ignore Enemy Monster Chaos Resistance if all Equipped Items are Elder Items
Recover (20–30) Life when your Trap is triggered by an Enemy
Trigger Level 20 Shield Shatter when you Block
(120–150)% increased Armour and Evasion
+(80–100) to maximum Life
+(8–12)% Chance to Block
30% increased Global Critical Strike Chance
Trigger Level 20 Unseen Strike every 0.5 seconds while Phasing
+(20–40) to Dexterity
(230–260)% increased Physical Damage
30% reduced Attack Speed while Phasing
(While you have Phasing, your movement is not blocked by Enemies)
180% increased Block Recovery
+2 to Level of Socketed Support Gems
Triggers Level 20 Physical Aegis when Equipped
(300–400)% increased Armour and Evasion
100% chance to Avoid Bleeding
(8–15)% increased Attack and Cast Speed while Physical Aegis is depleted
(50–70)% increased Critical Strike Chance while Physical Aegis is depleted
Nearby Enemies are Blinded while Physical Aegis is not depleted
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
+25% Chance to Block Attack Damage while wielding a Staff
Grants Level 20 Queen's Demand Skill
Queen's Demand can Trigger Level 20 Flames of Judgement
Queen's Demand can Trigger Level 20 Storm of Judgement
Cannot be Stunned
Damage cannot be Reflected
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25% increased Movement Speed
[3 to 5 of Arbalists Modifiers]
Trigger Level 1 Rain of Arrows when you Attack with a Bow
+(20–30) to Strength
+(20–30) to Dexterity
Adds 4 to 8 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
Trigger Level 1 Create Lesser Shrine when you Kill an Enemy
(120–150)% increased Evasion and Energy Shield
+(5–10) to maximum Energy Shield
+(10–20) to maximum Life
+(10–15)% to Cold Resistance
25% increased Effect of Shrine Buffs on you
50% reduced Duration of Shrine Effects on you
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
Trigger Level 1 Lightning Warp on Hit with this Weapon
(30–50)% increased Physical Damage
(30–50)% increased Critical Strike Chance
Hits with this Weapon gain (75–100)% of Physical Damage as Extra Cold or Lightning Damage
local skills granted by item are supported by level x unique trigger support [1]
local use skill on hit % [100]
(20–30)% increased Global Critical Strike Chance
Trigger Level 10 Consecrate when you deal a Critical Strike
(30–35)% increased Global Critical Strike Chance
(10–15)% increased Light Radius
(40–50)% increased Rarity of Items Dropped by Enemies killed with a Critical Strike
25% increased Damage while on Consecrated Ground
+5% Chance to Block Attack Damage while on Consecrated Ground
+(10–20) to maximum Life
+2 to Level of Socketed Gems
Triggers Level 1 Elemental Aegis when Equipped
(180–220)% increased Armour
+(20–40) to maximum Life
+(40–50) to Evasion Rating and Energy Shield
+(20–30) to Intelligence
Trigger Level 1 Lightning Bolt when you deal a Critical Strike
20% increased Lightning Damage
(10–20)% increased maximum Mana
-30% to Lightning Resistance
Critical Strike Chance is increased by Overcapped Lightning Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
(7–12)% increased Attack Speed
+(20–30) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+(20–25) to maximum Mana
Has 3 Abyssal Sockets
20% chance to Trigger Level 20 Shade Form when you Use a Socketed Skill
(160–180)% increased Evasion and Energy Shield
3% increased Maximum Life per Abyss Jewel affecting you
3% increased Maximum Mana per Abyss Jewel affecting you
Penetrate 4% Elemental Resistances per Abyss Jewel affecting you
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
+(20–30) to maximum Life
10% chance to Trigger Summon Spirit of Akoya on Kill
+(10–20) to all Attributes
(30–50)% increased Mana Regeneration Rate
(10–15)% of Damage taken Recouped as Life
(Attributes are Strength, Dexterity, and Intelligence)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(10–20) to maximum Life
(10–15)% Chance to Block Spell Damage
+(100–150) to Ward
-10% to maximum Chance to Block Attack Damage
-10% to maximum Chance to Block Spell Damage
Chance to Block is Lucky
Trigger a Socketed Elemental Spell on Block, with a 0.25 second Cooldown
shield trigger a socketed skill on block [1]
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(Maximum Chance to Block Spell Damage cannot be raised above 90%)
(Lucky things are rolled twice and the best result used)
20% reduced Enemy Stun Threshold
Trigger Level 20 Tawhoa's Chosen when you Attack with
a Non-Vaal Slam or Strike Skill near an Enemy
+(30–40) to Strength
(250–300)% increased Physical Damage
(20–30)% increased Stun Duration on Enemies
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
Trigger Level 20 Starfall on Melee Critical Strike
+(10–20) to all Attributes
(120–180)% increased Physical Damage
(20–30)% increased Critical Strike Chance
(10–20)% increased Area of Effect
Gain (40–60)% of Weapon Physical Damage as Extra Damage of a random Element
(Attributes are Strength, Dexterity, and Intelligence)
Has 1 Socket
An Enemy Writhing Worm spawns every 2 seconds
20% chance to Trigger Socketed Spell on Kill, with a 0.5 second Cooldown
Lose (10–20) Life per Enemy Killed
Gain (5–10) Mana per Enemy Killed
Trigger Level 20 Summon Void Spawn every 4 seconds
(150–200)% increased Energy Shield
+(23–37)% to Chaos Resistance
(4–6)% of Damage from Hits is taken from Void Spawns' Life before you per Void Spawn
Gain (4–6)% of Non-Chaos Damage as Extra Chaos Damage per Summoned Void Spawn
buff impl stat [0]
(The damage they take will be divided evenly between them)
Trigger a Socketed Spell on Unarmed Melee Critical Strike, with a 0.25 second Cooldown
(1–7)% more Attack Speed with Unarmed Melee Attacks
(100–777)% increased Evasion and Energy Shield
(1–7)% increased Movement Speed
+(0.1–0.7) metres to Melee Strike Range with Unarmed Attacks
+(1–7)% to Unarmed Melee Attack Critical Strike Chance
+(10–77)% to Critical Strike Multiplier with Unarmed Melee Attack
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Cluster Jewel Passive /5
20% increased Trap Damage
20% increased Mine Damage
Gain Arcane Surge when your Mine is Detonated targeting an Enemy
Gain Arcane Surge when your Trap is Triggered by an Enemy
(Arcane Surge grants 20% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
20% increased Brand Damage
Brand Skills have 10% increased Duration
10% increased Brand Attachment range
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
Brands have 25% increased Area of Effect if 50% of Attached Duration expired
25% increased Brand Damage
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
25% increased Brand Damage
Unattached Brands gain 20% increased Brand Attachment Range per second, up to 100%
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
25% increased Trap Damage
40% increased Trap Trigger Area of Effect
Skills used by Traps have 15% increased Area of Effect

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Trigger

Trigger effects cause a skill to activate instantly when a specified condition is met, without requiring an animation. They have slightly different behaviour depending on whether they are an active gem or linked to a trigger gem or item. Modifiers on items and support gems that trigger a skill have a percentage-based Cost and Reservation Multiplier. This essentially means that triggered skills still require sufficient resources to activate, unless stated otherwise.

Mechanics

Trigger effects can come in different forms:

  • Active trigger skills will, when their condition is met, trigger an automatic skill to occur. This skill does not interrupt the player's other actions. They do not require any supports to function, but any supports linked will apply to the skill. Active trigger skills can be supported by trigger support skills which require another skill as part of their triggering condition.

  • Support trigger skills must be supporting a skill, and when their condition is met, they trigger the skill without requiring an animation. When a triggerable active skill is linked to a trigger effect, it cannot be used by the player manually. Some support trigger skills must also be supporting a second active skill as the basis for their trigger condition. For example, Cast On Critical Strike Support must be linked to both an attack gem and a spell gem to function.

Interactions

Multiple trigger supports: A single skill cannot have multiple triggers. Having more than one trigger condition will cause those skills to be disabled.

Multiple triggered skills: Only one supported skill will be cast per trigger. The spell that is triggered is determined based on the order in which it is socketed, and will cast supported spells in sequence, even across multiple attacks. For example, a Mjölner that has Arc, Spark, and Discharge socketed in that order will cast Arc on the first hit, Spark on the second, Discharge on the third, then back to Arc on the fourth, and so on. Some unique items have an exception to this rule:

  • Null's Inclination casts all socketed minion skills at the same time when triggered, but is limited by charge count, which replenish over time.
  • Kitava's Thirst will cast all socketed spells on trigger, but will only cast one of each unique spell.

Traps/Mines: Traps and mines cannot be triggered by any trigger effect, but will still be disabled when linked to an applicable triggers. However, Detonate Mines skill gem can be linked to a trigger gem.

Totems: Totems cannot be summoned using triggers. Totems can not trigger any further effects themselves as well.

Vaal skills: Vaal skill s cannot be triggered, even if the player has the required amount of souls.

Cooldowns: The trigger cooldown duration for a skill from triggering the skill varies for each trigger condition but they can be modified by cooldown affixes such as those found on boots and belts but not by Second Wind Support. Skills in the same trigger setup can be triggered while other skills in the same setup are on cooldown. Trigger effects cannot bypass inherent cooldowns such as the 3 second cooldown of Cold Snap.

Targeting: Directional spells will cast towards the triggering enemy. If the enemy was killed by the triggering attack, it will cast towards the cursor or in a random direction.

Using: Triggering a skill does not count as you using a skill. Therefore, effects that specify "when you Use a Skill", "when you Cast a Spell", "when you Attack", etc. will not work with triggers.

The linked sockets also follow a specific order, as follows:

1 ⇒ 2
4 ⇐ 3
5 ⇒ 6

If multiple trigger gems are socketed in several equipped items the order will be:

  • Main hand ⇒ Amulet ⇒ Helmet ⇒ Off hand ⇒ Body armour ⇒ Gloves ⇒ Boots

This second order still follows the first rule of order. It will trigger Main Hand 1 to Amulet (1) to Helm 1 etc. before triggering the second socket on each piece of gear.

Due to this you should put gems, that have priority in the first or second socket and gems that rely on the priority gems to be triggered in socket numbers higher than those.


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