Volatility Support
Level: (1–20)
Cost & Reservation Multiplier: 130%
Requires Level (18–70), (33–111) Str
Supports attack skills.
Supported Skills deal (30–58)% more Maximum Attack Damage
Supported Skills deal (50–69)% less Minimum Attack Damage

Additional Effects From Quality:
Supported Skills deal (0–10)% increased Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Quest /2
ActQuestNPCCharacter
2Sharp and CruelQuest RewardMarauder
2Sharp and CruelYeenaDuelist · Scion · Templar
Level Effect /40
Implicit
Cost & Reservation Multiplier: 130%
LevelRequires LevelStrSupported Skills deal 50% less Minimum Attack DamageSupported Skills deal 30% more Maximum Attack DamageExperience
11833503069,833
222395131128,549
326455233154,553
429495334225,374
532545436320,672
635585537447,718
738635639615,318
841675740834,639
9447258421,570,760
10477659431,633,987
11508160452,151,030
12538561462,812,189
13569062483,655,184
14589363493,017,327
15609664517,818,905
166299655215,256,013
1764102665426,260,555
1866105675562,855,887
19681086857212,002,638
20701116958
21727060
22747161
23767263
24787364
25807466
26827567
27847669
28867770
29887872
30907973
31917974
32928075
33938075
34948176
35958177
36968278
37978278
38988379
39998380
401008481
Attribute /7

Volatility Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Alteration
DropLevel 18
BaseType Volatility Support
Class Support Gems
Iconv
ItemTypeMetadata/Items/Gems/SupportGemVolatility
Referencepoe.ninja, Community Wiki
Volatility Support
Level: (1–20)
Cost & Reservation Multiplier: 130%
Requires Level (18–70), (33–111) Str
Supports attack skills.
Supported Skills deal (30–58)% more Maximum Attack Damage
Supported Skills deal (50–69)% less Minimum Attack Damage

Additional Effects From Quality:
Supported Skills deal (0–10)% increased Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Supported Gem /181 ⍟
  • Allow Type: Attack
  • IconName
    Leap Slam
    Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
    Leap Slam of Groundbreaking
    Jump a short distance through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
    Charged Dash
    Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
    Blade Flurry
    Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
    Blade Flurry of Incision
    Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The critical strike chance is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
    Sweep
    Swings a two handed melee weapon in a circle, knocking back monsters around the character.
    Ground Slam
    Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Ground Slam of Earthshaking
    Slams the ground in front of you, creating a wide wave that travels forward and damages enemies with an increased chance to stun. Requires a Two Handed Axe, Two Handed Mace, or Staff.
    Vaal Ground Slam
    Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Cleave
    The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
    Cleave of Rage
    The character swings both their weapons in an arc, damaging monsters in an area in front of them. Requires dual wielding both an Axe and a Sword.
    Shield Charge
    Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
    Double Strike
    Performs two fast strikes with a melee weapon.
    Double Strike of Impaling
    Performs two fast strikes with a melee weapon.
    Double Strike of Momentum
    Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.
    Vaal Double Strike
    Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
    Lacerate
    Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
    Lacerate of Butchering
    Slashes twice, releasing wide waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a Two Handed Axe or Two Handed Sword.
    Lacerate of Haemorrhage
    Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a One Handed Axe or One Handed Sword.
    Elemental Hit
    Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
    Elemental Hit of the Spectrum
    Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
    Dual Strike
    Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
    Dual Strike of Ambidexterity
    Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.
    Whirling Blades
    Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords.
    Frenzy
    Performs an attack with a ranged weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
    Frenzy of Onslaught
    Perform a strike with a melee weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
    Split Arrow
    Fires multiple arrows at different targets.
    Split Arrow of Splitting
    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 of Poison
    Fires a poisonous arrow which deals chaos damage in an area on impact.
    Flicker Strike
    Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
    Flicker Strike of Power
    Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
    Vaal Flicker Strike
    Repeatedly teleports to enemies and hits them, inflicting a wound but dealing no damage. After the repeating finishes, each enemy is hit by the total damage of their wounds, which are removed.
    Infernal Blow
    Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Infernal Blow of Immolation
    Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Glacial Hammer
    Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
    Glacial Hammer of Shattering
    Hits enemies, converting some of your physical damage to cold damage. If striking three times in a row, the third strike will be a critical strike. Requires a Mace, Sceptre or Staff.
    Vaal Glacial Hammer
    Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
    Viper Strike
    Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
    Viper Strike of the Mamba
    Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
    Explosive Arrow
    Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
    Heavy Strike
    Attacks enemies with a forceful blow. Requires a Mace, Sceptre, Axe, Sword or Staff.
    Dominating Blow
    Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
    Dominating Blow of Inspiring
    Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
    Rain of Arrows
    Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
    Rain of Arrows of Artillery
    Fires multiple arrows into the air, to land in sequence after a delay, starting in front of you and proceeding in a line in the direction of the target. Each arrow deals damage in an area around it.
    Rain of Arrows of Saturation
    Fires multiple arrows into the air, to slowly land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
    Vaal Rain of Arrows
    Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.
    Lightning Strike
    Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
    Lightning Strike of Arcing
    Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
    Vaal Lightning Strike
    Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
    Power Siphon
    Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
    Power Siphon of the Archmage
    Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
    Vaal Power Siphon
    Fires your wand simultaneously at all nearby enemies, culling those close to death and granting you a power charge for each. Cannot be supported by Volley.
    Puncture
    Punctures enemies with your Bow, causing a bleeding debuff, which will be affected by modifiers to skill duration.
    Puncture of Shanking
    Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with daggers, claws or swords.
    Lightning Arrow
    Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning, which also damages a number of surrounding enemies.
    Lightning Arrow of Electrocution
    Fires a charged arrow which damages enemies by causing them to be struck by a bolt of lightning. It sticks into the final target, causing them to be struck and damaged multiple times.
    Burning Arrow
    Fires a burning arrow that deals fire damage and has a chance to ignite.
    Burning Arrow of Vigour
    Fires a burning arrow that deals fire damage and has a chance to ignite.
    Vaal Burning Arrow
    Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
    Ice Shot
    Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
    Ice Shot of Penetration
    Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
    Cyclone
    Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
    Cyclone of Tumult
    Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
    Vaal Cyclone
    Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
    Reave
    Attacks an area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
    Reave of Refraction
    Attacks an area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
    Vaal Reave
    Repeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
    Spectral Shield Throw
    Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
    Spectral Shield Throw of Shattering
    Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the evasion of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
    Spectral Throw
    Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
    Spectral Throw of Materialising
    Throws an intangible spectral copy of your melee weapon. It flies out and then becomes tangible as it returns to you, in a spinning attack that only hits and damages enemies while returning.
    Vaal Spectral Throw
    Throws several spectral copies of your melee weapon. They fly out and then return to you, in a spinning attack that damages enemies in their path.
    Barrage
    After a short preparation time, you fire individual projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
    Barrage of Volley Fire
    After a short preparation time, you fire projectiles repeatedly with a Bow or Wand. These projectiles have a small randomised spread. This skill cannot be Triggered.
    Molten Strike
    Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
    Molten Strike of the Zenith
    Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
    Tornado Shot
    Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.
    Tornado Shot of Cloudburst
    Fires a single payload arrow into the air to land at a targeted location. It will then fire arrows out in all directions from that point.
    Kinetic Blast
    Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
    Kinetic Blast of Clustering
    Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
    Blink Arrow
    Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver.
    Blink Arrow of Bombarding Clones
    Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
    Blink Arrow of Prismatic Clones
    Fires an arrow at the target destination. When the arrow lands, you are teleported to it and a clone is summoned at your old location. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
    Mirror Arrow
    Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver.
    Mirror Arrow of Bombarding Clones
    Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire arrows into the air to land around a target.
    Mirror Arrow of Prismatic Clones
    Fires an arrow at the target destination. When the arrow lands, a clone is summoned. The clone is a minion that uses your bow and quiver to fire random elemental arrows which convert all physical damage to the chosen element and deal no damage of other damage types.
    Swordstorm
    Retaliate against a blocked hit with a hail of blades that rains down in front of you, repeatedly dealing the damage of both your weapons combined. Requires Dual Wielding Melee Weapons.
    Eviscerate
    Retaliate against a blocked hit with an arcing slash that releases two waves of force. Enemies close in front of you can be hit by both waves. Requires a Sword or Axe and a Shield.
    Glacial Shield Swipe
    Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
    Static Strike
    Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
    Crushing Fist
    Retaliate against a blocked hit by calling forth a huge armoured fist to slam into the ground in front of you as you do the same, dealing weapon damage in an area.
    Ice Crash
    Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
    Ice Crash of Cadence
    Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
    Vigilant Strike
    Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
    Frost Blades
    Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
    Frost Blades of Katabasis
    Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.
    Wild Strike
    Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
    Wild Strike of Extremes
    Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
    Blast Rain
    Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.
    Galvanic Arrow
    Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.
    Galvanic Arrow of Energy
    Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.
    Galvanic Arrow of Surging
    Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. If the arrows' flight is stopped by colliding with a target, they create a burst of lightning, damaging enemies in a cone behind the target
    Siege Ballista
    Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
    Siege Ballista of Splintering
    Summons a ballista totem that attacks with forking arrows. Requires a Bow.
    Earthquake
    Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Earthquake of Amplification
    Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Ancestral Protector
    Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
    Ancestral Warchief
    Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
    Sunder
    Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
    Sunder of Earthbreaking
    Slams the ground, creating a wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
    Tectonic Slam
    Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
    Tectonic Slam of Cataclysm
    Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
    Vaal Earthquake
    Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Vaal Ancestral Warchief
    Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
    Consecrated Path
    Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Consecrated Path of Endurance
    Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Smite
    Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Smite of Divine Judgement
    Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Scourge Arrow
    Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be divided between those arrows.
    Scourge Arrow of Menace
    Fire an arrow that leaves a spore pod in its wake. The spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, each of which leaves its own spore pod.
    Toxic Rain
    Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
    Toxic Rain of Sporeburst
    Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod slows the movement speed of nearby enemies. The pods last for a duration before bursting, dealing area damage.
    Toxic Rain of Withering
    Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
    Lancing Steel
    Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
    Lancing Steel of Spraying
    Thrust an Axe or Sword forward to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it.
    Shattering Steel
    Swing an Axe or Sword, firing projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter.
    Shattering Steel of Ammunition
    Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
    Bladestorm
    Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
    Bladestorm of Uncertainty
    Perform a spinning attack, damaging enemies around you and creating a random bladestorm. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe.
    Perforate
    Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
    Perforate of Duality
    Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
    Perforate of Bloodshed
    Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times. Requires a Sword or Axe.
    Chain Hook
    When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
    Cobra Lash
    Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
    Pestilent Strike
    Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
    Venom Gyre
    Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
    Shrapnel Ballista
    Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.
    Shrapnel Ballista of Steel
    Summons a ballista totem that consumes your Steel Shards to fire multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow. Steel Shards are gained with the Call of Steel Skill.
    Ensnaring Arrow
    Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
    Artillery Ballista
    Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Requires a Bow.
    Artillery Ballista of Cross Strafe
    Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in two perpendicular lines, each dealing area damage to enemies around it. Requires a Bow.
    Artillery Ballista of Focus Fire
    Summons a ballista totem that propels a number of fiery arrows into the air, each targeting a specific enemy. Arrows deal area damage to enemies around it on landing. Requires a Bow.
    Kinetic Bolt
    Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from.
    Kinetic Bolt of Fragmentation
    Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
    Earthshatter
    Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
    Earthshatter of Fragility
    Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. The spikes shatter after a duration, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
    Earthshatter of Prominence
    Slam the ground, sending out a rectangular fissure that deals area damage to enemies and thrusts a large spike from the ground where it ends. Warcries or other Slam Attacks performed by you or allied players near the spike will cause it to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
    Splitting Steel
    Fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe.
    Splitting Steel of Ammunition
    Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
    Rage Vortex
    Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
    Rage Vortex of Berserking
    Spin with a sword or axe to deal damage in an area around you. If you have at least 10 rage, create a ragestorm attached to you that repeatedly deals attack damage to enemies inside based on your attack speed. The ragestorm consumes rage at an accelerating rate, and ends if you run out.
    Spectral Helix
    Throws a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.
    Blade Trap
    Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in circles, each repeatedly damaging enemies it spins through.
    Blade Trap of Greatswords
    Throws a trap which, once triggered, swings two copies of your equipped Two Handed Sword around it in circles for a duration, each repeatedly damaging enemies it spins through
    Blade Trap of Laceration
    Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each damaging enemies it spins through.
    Storm Rain
    Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
    Storm Rain of the Conduit
    Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to you, dealing area damage between the arrow and you.
    Storm Rain of the Fence
    Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
    Shield Crush
    Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
    Shield Crush of the Chieftain
    Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
    Boneshatter
    Attack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
    Boneshatter of Complex Trauma
    Attack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
    Boneshatter of Carnage
    Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
    Explosive Concoction
    Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
    Explosive Concoction of Destruction
    Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
    Poisonous Concoction
    Throws a bottle that explodes to deal unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
    Poisonous Concoction of Bouncing
    Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
    Volcanic Fissure
    Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Volcanic Fissure of Snaking
    Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts dealing damage in an area. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Vaal Volcanic Fissure
    Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
    Vaal Cleave
    The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
    Vaal Caustic Arrow
    Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
    Vaal Molten Strike
    Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
    Vaal Venom Gyre
    Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
    Vaal Smite
    Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
    Vaal Blade Flurry
    Channel to create an expanding circle area around you that blinds enemies within it. When you stop channelling, deals damage in a smaller area around each enemy in the circle. Requires a Dagger, Claw or One-Handed Sword.
    Vaal 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.