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This guide lists the skill gems available in Path of Exile 2 (PoE 2). Read on to discover detailed information about each skill gem, including their effects, level requirements, and much more.
List of Contents
Note: More gem data can be seen by scrolling horizontally. |
※ Select the search criteria below and press the Search button to filter the data.
Name | Tags | Tier | Level Req. | Stat Req. | Effects |
---|---|---|---|---|---|
Arc Arc An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies.
|
Lightning, Chaining | 5 | 14 | Int: 34 |
・Deals 11 to 63 Lightning Damage ・Chains 2 Times ・10% More damage for each remaining chain |
Armour Breaker Armour Breaker Attack with a forceful blow, knocking enemies back and weakening their Armour.
|
AoE, Melee, Strike, Physical | 3 | 6 |
Dex: 16 |
・Hits Break 15 Armour ・+2 to melee strike range ・Knock enemies back on hit ・40% more Attack Speed while Dual Wielding |
Armour Piercing Rounds Armour Piercing Rounds Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip.
|
Ammunition, Projectile, Physical | 1 | 3 | None |
Armour Piercing Rounds: ・Attack Speed: 524% of Base ・Attack Damage: 22% ・Hits Break 2 Armour ・Knocks back Enemies Ammunition: ・12 Bolts loaded per clip |
Artillery Ballista Artillery Ballista Deploys a Ballista Totem that fires bolts skyward, to explode a short time after landing.
|
Totem, AoE, Projectile, Fire, Duration | 9 | 31 |
Str: 40 Dex: 40 |
Ballista: ・Totem duration is 16 seconds ・Limit 1 Totem ・Totem Base Attack Time is 2.5 seconds ・Totem uses its own weapon dealing 25 to 38 Base Physical Damage Artillery: ・Converts 60% of Physical damage to Fire damage ・Bolt explosion radius is 0.5 metres. |
Ball Lightning Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
|
AoE, Projectile, Sustained, Lightning | 11 | 41 | Int: 95 |
・Deals 1 to 19 Lightning Damage ・Hits enemies in range every 0.2 seconds ・750% more chance to shock ・Fires beams at targets within 1.8 metres |
Barrage Barrage Ready a volley of arrows, Empowering your next Bow Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
|
Buff, Duration | 5 | 14 |
Str: 34 |
Spell: ・Buff empowers your next bow attack to repeat an additional time, plus an additional time per Frenzy Charge consumed ・Repeats deal 57% less damage ・1425% of repeated Skill's Attack Time is added to this skill's cooldown, to a maximum of 30 seconds ・Maximum buff duration is 5 seconds |
Bone Cage Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
|
AoE, Physical, Duration, Nova | 3 | 6 | Int: 16 |
・Deals 15-22 Physical Damage ・Hits are Pinning ・Pins Enemies as though Dealing 20% more damage ・Cage Radius is 1.8m ・Explosion Radius is 1m ・Cage Duration is 1.6s |
Bone Offering Bone Offering Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next hit each Minion takes, then explodes. The bone spike itself is a Minion, and shields itself. If it dies, shields on your other Minions disappear.
|
Buff, AoE, Physical, Duration | 11 | 41 | Int: 95 |
Buff: ・Limit 1 Bone Offering Spike ・Spike duration is 5s Explosion: ・Deals 82 to 123 Physical Damage ・100% more Stun buildup |
Boneshatter Boneshatter Attacks enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
|
AoE, Melee, Strike | 1 | 6 |
Dex: 16 |
・+2 Melee strike range ・While Dual Wielding, both weapons hit with 30% less damage ・Cannot cause Stun Buildup |
Bonestorm Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode.
|
AoE, Projectile, Sustained, Physical, Duration, Channelling | 5 | 14 | Int: 34 |
Projectile: ・Deals 14 to 21 Physical Damage ・Debuffed enemies take 14 to 21 additional Physical Damage from next attack ・Can fire up to 20 Projectiles ・Debuff duration is 10s Explosion: ・Deals 11 to 17 Physical Damage ・Debuffed enemies take 14 to 21 additional physical damage from next attack ・Debuff duration is 10s ・Explosion radius is 0.5M ・40% More AoE per Power Charge consumed ・0.7M to explosion radius if a power Charge was consumed |
Chaos Bolt Chaos Bolt Fires a burst of chaos energy at the target.
|
Projectile, Chaos | 1 | 1 | Int: 16 | ・Deals 10-19 Chaos Damage |
Charged Staff Charged Staff Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
|
Attack, Buff, AoE, Duration | 9 | 31 |
Str: 40 Int: 40 |
Buff: ・Buff Grants 1 to 6 added quarterstaff Attack Lightning Damage per Power Charge Consumed, up to your Maximum Power Charges ・Buff Duration is 6 seconds per Power Charge Consumed. Shockwave: ・Converts 80% of Physical Damage to Lightning Damage ・Wave Length is 5 Metres |
Cluster Grenade Cluster Grenade Fires a bouncing Grenade That explodes when it's fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
|
AoE, Projectile, Grenade Fire, Duration | 13 | 52 |
Str: 66 Dex: 66 |
Primary Grenade: ・Converts 20% of Physical Damage to Fire Damage ・Explosion Radius is 2.5 metres ・Fuse duration is 2 seconds Mini Grenades Convert 40% of Physical Damage to Fire Damage;Explosion Radius is 1.2 metres;Fuse Duration is 3 seconds;and Fire exactly 14 grenades in a Nova: |
Cold Snap Cold Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
|
AoE, Cold, Payoff | 5 | 14 | Int: 34 |
・Deals 84 to 126 Cold Damage ・Explosion Radius is 0.7 metres. |
Comet Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
|
Aoe, Cold | 11 | 41 | Int: 95 |
・Deals 321 to 482 Cold Damage ・1 second to total cast time |
Conductivity Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
|
AoE, Lightning, Duration, Curse | 7 | 22 | Int: 52 |
・Curse applies after 1.0 second delay ・Curse radius is 1.7 metres ・Cursed enemies have -32% to Lightning resistance ・Curse duration is 6.4 seconds |
Contagion Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
|
AoE, Chaos, Duration | 1 | 1 | None |
・Deals 1.8 Base Chaos Damage per second ・Modifiers to Spell Damage apply to debuff's damage over time ・Debuff deals 100% more damage for each time it has spread, up to 300% ・Spread radius is 1.7 metres ・Debuff duration is 5 seconds |
Dark Effigy Dark Effigy Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
|
Totem, AoE, Projectile, Chaos, Duration | 9 | 31 | Int: 72 |
Dark Effigy: ・Totem Duration is 8s ・Limit of 1 Totem Vile Effusion: ・Deals 8 to 15 Chaos Damage ・Impact Radius is 0.8 metres |
Despair Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
|
AoE, Chaos, Duration, Curse | 9 | 31 | Int: 72 |
・Curse applies after 1.0 second delay ・Cursed Enemies have -32% to Chaos Resistance ・Curse Radius is 1.8 metres ・Curse Duration is 6.6s |
Detonate Dead Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
|
AoE, Physical, Fire, Detonator | 7 | 22 | Int: 52 |
・Deals (6–169) to (9–254) Fire Damage ・Deals Physical damage equal to 20% of Corpse's maximum Life ・Explosion radius is 2.6 metres |
Detonating Arrow Detonating Arrow Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
|
AoE, Projectile, Fire, Channelling, Detonator | 9 | 31 |
Str: 72 |
Arrow: ・Gain 120% of damage as extra Fire Damage per stage ・Max 4 stages Explosion: ・Explosion radius is 1.8m |
Earthquake Earthquake Smashes the ground, dealing damage in an area and leaving behind Jagged Ground that slow enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
|
AoE, Melee, Slam, Duration | 1 | 3 |
Dex: 9 |
Impact: ・100% Increased Magnitude of Jagged Ground ・When Dual Wielding weapons hit with 30% less damage ・Impact Radius is 1.8M ・Jagged Ground radius is 2.2M ・maximum 2 Jagged Ground Patches ・Jagged Ground duration is 4s Aftershock: ・Aftershock radius is 3.4M |
Earthshatter Earthshatter Slam the ground, sending out a fissure that deals area damage to enemies it passess under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
|
AoE, Melee, Slam, Duration | 7 | 22 |
Dex: 52 |
Slam: ・While Dual Wielding both weapons hit with 30% less attack speed ・Maximum of 6 Spikes ・Deals damage along the fissure's path and in a 1M Radius around the emerging spike ・Spike duration is 6s Explosion: ・Explosion Radius is 2 Metres |
Electrocuting Arrow Electrocuting Arrow Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
|
Projectile, Lightning, Duration | 5 | 14 |
Str: 34 |
・Converts 50% of Physical Damage to Lightning Damage ・+1.2 seconds to Total Attack time ・Cannot Chain ・Arrow duration 12 seconds |
Ember Fusillade Ember Fusillade Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
|
AoE, Projectile, Fire, Duration | 3 | 6 | Int: 16 |
・Deals 13-19 Fire Damage ・Embers deal 5% more damage for each previous Ember fired in sequence ・Hover duration is 1.3 seconds ・Can Accumulate up to 6 embers |
Emergency Reload Emergency Reload Instantly relaods your active Crossbow Ammunition and Empowers the loaded bolts to deal more damage.
|
Duration | 11 | 41 |
Str: 52 Dex: 52 |
・maximum Buff duration is 6 seconds ・Buff Empowers loaded bolts with 22% more damage |
Enfeeble Enfeeble Curses all targets in an area after a short delay, making them deal less damage.
|
AoE, Duration, Curse | 3 | 6 | Int: 16 |
Spell: ・Curse applies after 1.0s delay ・Curse Rradius is 1.6 metres ・Curse duration is 6.2s ・Cursed normal, magic or rare enemies deal 20% less damage ・Cursed unique enemies deal 10% less damage |
Escape Shot Escape Shot Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
|
AoE, Projectile, Cold | 1 | None |
・Converts 100% of Physical Damage to Cold Damage ・+0.7 seconds to Total Attack Time ・300% more Freeze Buildup ・Impact radius is 2.4 metres |
|
Essence Drain Essence Drain Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits.
|
Projectile, Chaos, Duration | 3 | 6 | Int: 16 |
Projectile: ・Deals 9 to 16 Chaos Damage. Damage Over Time: ・Deals 15 base Chaos damage per second ・Modifiers Spell damage apply to Debuff's Damage over time ・Debuff duration is 4 seconds |
Explosive Grenade Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
|
AoE, Projectile, Grenade, Fire, Duration, Detonator | 1 | 1 | None |
・Converts 80% of Physical Damage to Fire Damage ・Explosion radius is 1.8 meters ・Fuse duration is 2.5 seconds |
Explosive Shot Explosive Shot Loads your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
|
AoE, Ammunition, Projectile, Fire, Detonator | 7 | 22 |
Str: 30 Dex: 30 |
Explosive Shot - Projectile: ・Converts 30% of Physical Damage to Fire Damage ・Knocks Back enemies Explosive Shot - Explosion: ・Converts 80% of Physical Damage to Fire Damage ・Knocks Back enemies ・Explosion Radius is 2.6 metres Ammunition: ・30% less reload speed ・1 bolt loaded per clip |
Eye of Winter Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type.
|
Projectile, Cold | 13 | 52 | Int: 119 |
・Deals 11 to 16 Cold Damage ・Fires 8 shard projectiles in a spiral when projectile ends ・Modifiers to number of projectiles only apply to the final spiral ・Inflicts Critical Weakness on hit ・Gains 52% of damage as the corresponding type when passing over a ground surface |
Falling Thunder Falling Thunder Infuses your Quarter staff with electrical energies, then slams the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
|
AoE, Melee, Slam, Projectile, Lightning | 1 | 1 | None |
Melee: ・Converts 60% of Physical Damage to Lightning Damage ・Cone Length is 4 Metres |
Fireball Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
|
AoE, Projectile, Fire | 9 | 31 | Int: 72 | ・Deals 46 to 68 Fire Damage |
Firestorm Firestorm Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed.
|
AoE, Sustained, Fire, Duration, Payoff | 11 | 41 | Int: 95 |
・Deals 26 to 39 Fire Damage ・Impact Radius is 1 Metre ・Storm Radius is 5.6 Metres ・Storm duration is 6 seconds ・One impact every .1 seconds ・Limit 1 Firestorm |
Flame Wall Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
|
AoE, Fire, Duration | 1 | 1 | None |
・Wall duration is 4.5 Seconds ・Projectiles which pass through the wall deal 2 to 3 added Fire Damage ・Ignites as though dealing 13 to 20 Fire Damage |
Flameblast Flameblast Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for.
|
AoE, Fire, Channelling, Nova | 13 | 52 | Int: 119 |
・Deals 28 to 43 Fire Damage ・30% more Cast Speed when tartgeting a Solar Orb ・200% more damage per stage ・10 maximum stages ・Explosion radius is 0.4 metres per stage |
Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
|
AoE, Fire, Duration, Curse | 7 | 22 | Int: 52 |
・Curse applies after 1.0 second delay ・Curse radius is 1.7 metres ・Cursed enemies have -32% to Fire resistance ・Curse duration is 6.4 seconds |
Flash Grenade Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
|
AoE, Projectile, Grenade, Duration | 2 | 6 |
Str: 10 Dex: 10 |
・400% more Stun Buildup ・Explosion radius is 2.5 meters ・Fuse duration is 0.85 seconds ・Blinds enemies and allies |
Flicker Strike Flicker Strike Teleport to an enemy and Strike them. Consumes Power Charges to perform additional teleporting strikes on nearby enemies.
|
AoE, Melee, Strike | 13 | 52 |
Str: 66 Int: 66 |
・Teleports and strikes two additional times per power Charge with 285% more attack speed. You cannot gain power charges while using this skill |
Fragmentation Rounds Fragmentation Rounds Loads your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a frozen enemy consume the Freeze and cause an explosion of Shrapnel. Bolts that hit an Ice Crystal cause it to explode.
|
Ammunition, Projectile, Payoff | 1 | 3 | None |
Fragmentation Rounds Projectile: ・Knocks Back Enemies ・Multiple Fragments can hit the same target ・Multiple fragments hitting a target simultaneously will combine their damage into a single hit ・Bolts pierce 2 Targets ・Fires 10 fragments per shot. Fragmentation Rounds VS Frozen: ・Base explosion is 1.4 metres Ammunition: ・1 Bolt loaded per clip |
Freezing Mark Freezing Mark Marks a target, making them more susceptible to being Frozen. When a Marked target dies, a Cold nova erupts from their corpse. this nova does not use your Weapon Damage, and instead uses its own Base Attack damage.
|
Attack, AoE, Mark, Cold, Duration, Nova | 7 | 22 |
Str: 30 Int: 30 |
Mark: ・Limit 1 Marked target ・Mark duration is 8 seconds ・Hits against Marked enemy cause 28% more Freeze Buildup Nova: ・24 to 36 Base Cold Damage ・+12% to Critical hit chance ・100% more Freeze Buildup ・Nova radius is 2.6 meters |
Freezing Salvo Freezing Salvo Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
|
AoE, Projectile, Cold | 5 | 14 |
Str: 34 |
・Converts 80% of Physical Damage to Cold Damage ・50% more Freeze buildup ・Impact radius is 1.2 metres ・Accumulates up to 12 missiles ・Accumulates a missile every 1 second |
Frost Bomb Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
|
AoE, Cold, Duration, Orb | 1 | 1 | None |
・Deals 21-32 Cold Damage ・Pulse and Explosion Radius are 1.7 meters ・Exposure Duration is 5 Seconds ・Orb Duration is 3 Seconds |
Frost Wall Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
|
AoE, Cold, Duration | 9 | 31 | Int: 72 |
・Deals 45 to 68 Cold Damage ・50% more Freeze buildup ・Explosion Radius is 2 metres ・Ice Crystal duration is 8 seconds ・Ice Crystals have 832 maximum life |
Frostbolt Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
|
AoE, Projectile, Cold, Duration | 3 | 6 | Int: 16 |
・Deals 9-14 Cold Damage ・Projectiles pierce all targets ・100% increased magnitude of Chill inflicted ・Chilled Ground radius is 0.9 metres ・Chilled Ground duration is 4 seconds |
Frozen Locus Frozen Locus Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack Damage but does not use your weapon's damage.
|
AoE, Melee, Cold, Duration, Nova | 1 | 1 | None |
・6 to 9 Base Cold Damage ・13% to Critical Hit chance ・50% more Freeze buildup ・Explosion radius is 2 Metres |
Galvanic Shards Galvanic Shards Loads your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
|
Ammunition, Projectile, Lightning, Chaining | 5 | 14 |
Str: 20 Dex: 20 |
Galvanic Shards: ・Converts 40% of Physical Damage to Lightning Damage ・Knocks Back enemies ・Multiple fragments can Hit the same target ・Multiple fragments Hitting a target simultaneously will combine their damage into a single Hit ・Fires 6 Fragments per shot Ammunition: ・50% Less Reload Speed ・5 Bolts loaded per Clip Beam: ・Converts 100% of Physical Damage to Lightning Damage ・Beam Chains to 1 enemy |
Gas Arrow Gas Arrow Fires a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
|
AoE, Projectile, Fire, Chaos, Duration | 7 | 22 |
Str: 52 |
Arrow: ・Impact Radius is 1.8 metres Poison Cloud: ・Attack Damage: 180% ・Does not Hit, but Poisons enemies as though Hitting them ・Gains 50% more AoE per second up to 200% ・Cloud duration 4 seconds ・Cloud radius 1.8 metres Explosion: ・Converts 100% of Physical Damage to Fire Damage |
Gas Grenade Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
|
AoE, Projectile, Grenade, Fire, Chaos, Duration | 3 | 14 |
Str: 20 Dex: 20 |
Impact: ・Impact radius is 1.5 meters ・Fuse duration is 2 seconds Poison Cloud: ・Attack Damage: 128% ・Does not Hit, but Poisons enemies as though Hitting them ・Gains 20% more area of effect per second, up to a maximum of 160% ・Cloud radius is 1.5 meters Explosion: ・Attack Damage: 342% ・Converts 100% of Physical Damage to Fire Damage |
Gathering Storm Gathering Storm Flips backward and Channels to charge your Quarterstaff with Lightning. Releasing dashed towards the target location, damaging enemies along the way. Releasing with perfect timing performs a lightning-infused dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake.
|
AoE, Melee, Strike, Lightning, Channelling, Travel | 13 | 52 |
Str: 66 Int: 66 |
Normal Dash: ・Converts 25% of Physical Damage to Lightning Damage ・0.8 seconds to Total Attack Time ・10 to Melee strike range Perfect Dash: ・Converts 70% of Physical Damage to Lightning Damage ・10 to Melee strike range ・Shocked Ground width is 1.8 metres Shockwave: ・Converts 100% of Physical Damage to Lightning Damage ・10 to Melee Strike range ・Shockwave Radius is 2.2 metres ・maximum 8 Shockwaves per use |
Glacial Bolt Glacial Bolt Loads your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
|
Aoe, Ammunition, Projectile, Cold, Duration | 7 | 22 |
Str: 30 Dex: 30 |
Glacial Bolt Projectile: ・Converts 60% of Physical Damage to Cold Damage ・Knocks Back Enemies Glacial Bolt Wall: ・Converts 100% of Physical Damage to Cold Damage ・Explosion Radius is 1.8 meters ・ Wall lasts 6.0s Ammunition: ・1 Bolt loaded per clip |
Glacial Cascade Glacial Cascade Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
|
AoE, Melee, Cold, Payoff | 1 | 1 | None |
Wave: ・Converts 60% of Physical Damage to Cold Damage ・Burst Radius is 0.5 Metres ・Wave Length is 4.8 Metres ・Causes 8 Bursts Final Burst: ・Attack Damage: 145% ・Converts 60% of Physical Damage to Cold Damage ・Cannot Freeze ・Consumes Freeze on enemies to deal 350% more Damage ・Cannot Knock Enemies Back ・Burst radius is .7 metres |
Hailstorm Rounds Hailstorm Rounds Passively generates bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load accumulated bolts into your crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
|
AoE, Ammunition, Projectile, Sustained, Cold | 11 | 41 |
Str: 52 Dex: 52 |
Hailstorm Rounds: ・Converts 80% of Physical Damage to Cold Damage ・Impact Radius is 1.2 metres ・Rain radius is 2.5 metres Ammunition: ・50% less reload speed ・Can store up to 20 bolts |
Hammer of the Gods Hammer of the Gods Entreats the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky of your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
|
AoE, Melee, Slam, Duration | 13 | 52 |
Dex: 119 |
・Can't be Evaded ・While Dual Wielding both weapons hit with 30% less damage ・Impact Radius is 2.4 metres ・Hammerfall duration is 2.5 seconds |
Hexblast Hexblast Detonates Curses on enemies in an area, causing explosions of Chaos damage but removing the Curse.
|
AoE, Chaos Payoff | 11 | 41 | Int: 95 |
・Deals 101 to 188 Chaos Damage ・Explosion Radius is 1.6 Metres ・Detonates Curses on enemies in a 2.5 metre radius ・Maximum 9 Explosions per Cast |
High Velocity Rounds High Velocity Rounds Loads your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
|
Ammunition, Projectile, Physical, Payoff | 3 | 6 |
Str: 10 Dex: 10 |
High Velocity Rounds Projectile: ・Attack Damage: 182% ・Knocks back Enemies ・Bolts Pierce 6 Targets High Velocity Rounds VS Armour Broken: ・Attack Damage: 411% ・Knocks back Enemies ・Bolts Pierce 6 Targets Ammunition: ・1 Bolt loaded per clip |
Hypothermia Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
|
AoE, Cold, Duration, Curse | 7 | 22 | Int: 52 |
・Curse applies after 1.0 second delay ・Curse radius is 1.7 metres ・Cursed enemies have -32% to Cold resistance ・Curse duration is 6.4 seconds |
Ice Nova Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
|
AoE, Cold, Nova | 1 | 1 | None |
・Deals 4 to 6 Cold Damage ・100% more magnitude of Chill inflicted ・Knock enemies back on hit ・Nova radius is 3.2 metres |
Ice Shards Ice Shards Loads your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
|
AoE, Ammunition, Projectile, Sustained, Cold | 5 | 14 |
Str: 20 Dex: 20 |
Ice Shards: ・Converts 60% of Physical Damage to Cold Damage ・Knocks Back Enemies Ammunition: ・12 Bolts loaded per Clip Shard: ・Converts 60% of Physical Damage to Cold Damage ・Chills enemies as though dealing 240% more damage ・Explosion radius is 1.2 metres ・Shards that have existed for at least one second deal 900% more damage ・Maximum 12 Shards |
Ice Shot Ice Shot Fires an icy arrow that sprays a cone of ice shards when it hits a target.
|
Projectile, Cold | 9 | 31 |
Str: 72 |
Arrow: ・Converts 70% of Physical Damage to Cold Damage ・50% more Magnitude of Chill inflicted Shards: ・Attack Damage: 137% ・Converts 100% of Physical Damage to Cold Damage ・Fires 5 Projectiles |
Ice Strike Ice Strike Perform a fast icy Strike, Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
|
Attack, Melee, Strike, Cold | 5 | 5 |
Str: 20 Int: 20 |
Normal Strikes: ・Converts 80% of Physical Damage to Cold Damage Third Strike: ・50% Less Attack Speed ・Converts 80% of Physical Damage to Cold Damage ・+7 to Melee Strike Range |
Incendiary Shot Incendiary Shot Loads your Crossbow with flaming bolts that fragment in flight, damaging and igniting enemies on hit and in a small cone behind their final target.
|
AoE, Ammunition, Projectile, Fire | 3 | 6 |
Str: 10 Dex: 10 |
Incendiary Shot: ・Converts 80% of Physical Damage to Fire Damage ・Knock back enemies ・100% more chance to Ignite enemies ・Bolts shatter on impact dealing damage in a 1.9M cone ・Multiple fragments can hit the same target ・Multiple fragments that hit the same target will combine into a single hit ・Fires 10 Fragments per shot Ammunition: ・1 Bolt loaded per clip |
Incinerate Incinerate Conjures a torrent of flames from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
|
AoE, Sustained, Fire, Duration, Channelling | 5 | 14 | Int: 34 |
・50% less ignite duration ・Cone length is 4.6 metres ・Deals 40% more damage per stage ・Inflicts stacking Fire exposure at maximum stages, reducing Fire Resistance by 4% per stack, up to a maximum of 50% ・8 maximum stages ・Ignites as though dealing 28 to 42 Fire Damage. |
Infernal Cry Infernal Cry Performs a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
|
AoE, Trigger, Fire, Duration | 1 | 6 |
Dex: 16 |
・4% increased Warcry speed ・Empowers the next melee attack you perform, plus an additional attack per endurance charge consumed ・Empowered attacks gain 25% of damage as fire damage per 5 Power of enemies in range, up to 100% ・Warcry radius is 4 metres ・Destabilises enemies for 8 seconds |
Killing Palm Killing Palm Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
|
AoE, Melee, Strike, Physical | 7 | 22 |
Str: 30 Int: 30 |
・24 to 36 Added Attack Physical Damage ・Culling Strike ・Can't be Evaded ・7% to Critical Hit Chance |
Leap Slam Leap Slam Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
|
AoE, Melee, Slam, Travel, Payoff | 7 | 22 |
Dex: 52 |
・+0.65 seconds to Total Attack Time, plus up to +0.5% seconds based on distance travelled ・While Dual Wielding, both weapons hit with 30% less damage ・26% more Stun buildup ・Impact radius is 2.5 metres ・Consumes fully broken armour on enemies to cause 500% more Stun buildup |
Lightning Arrow Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
|
AoE, Projectile, Lightning, Chaining | 1 | None |
Projectile: ・Converts 40% of Physical Damage to Lightning Damage ・Cannot Chain ・Beam targeting radius is 2.4 metres ・Fires beams at up to 2 additional enemies near the target Beam: ・Converts 100% of Physical Damage to Lightning Damage ・Chains 2 Times ・Beam targeting radius is 2.4 metres |
|
Lightning Conduit Lightning Conduit Calls down lightning to strike all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but consumes shock from them after damaging them. Targeting close to you will cause you to jump back as you cast.
|
AoE, Lightning, Payoff | 13 | 52 | Int: 119 |
・Deals 43 to 128 Lightning Damage ・1 second to total cast time ・100% more Damage with hits per 5% shock effect on enemy ・Cone Length is 10 metres |
Lightning Rod Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
|
AoE, Projectile, Sustained, Lightning, Duration | 1 | None |
・Converts 100% of Physical Damage to Lightning Damage ・Burst radius is 2 metres ・Maximum Arrow duration is 12 seconds ・Arrow disappears after being Chained to 8 times |
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Lightning Warp Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
|
AoE, Lightning, Duration | 9 | 31 | Int: 72 |
・Deal 9 to 170 Lightning Damage ・Explosion and shocked ground radius are 4 metres ・Shocked ground duration is 10 seconds |
Magnetic Salvo Magnetic Salvo Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
|
AoE, Projectile, Lightning | 13 | 52 |
Str: 119 |
Impact: ・Converts 80% of Physical Damage to Lightning Damage ・Impact radius is 1m ・Fires up to 14 missiles Explosion: ・Attack Damage: 288% ・Converts 80% of Physical Damage to Lightning Damage ・Explosion radius is 2.4m |
Mana Tempest Mana Tempest Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the Storm constantly drains your Mana, and each spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of mana.
|
Buff, Lightning | 9 | 31 | Int: 72 |
・Empowered spells gain 56% of damage as Lightning Damage ・Buff causes lightning spells that cost mana to also chain to +1 target when chaining, but not chain further from them ・Projectiles from empowered lightning spells fork 30% of mana spent while in the storm is added to this skill's mana cost per second |
Mantra of Destruction Mantra of Destruction Build Combo by successfully striking enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff attack, causing it to deal Chaos damage. Each kill with the Empowered attack grants Purple Flame of Chayula for a duration.
|
Chaos, Duration | 9 | 31 |
Str: 40 Int: 40 |
・Requires 10 Combo to use ・Lose Combo if you generate no Combo for 8 seconds ・Empowered attack gains 30% of damage as Chaos ・Buff duration is up to 8s or until your next attack ・Purple Flames of Chayula duration is 6s |
Molten Blast Molten Blast Gouges molten rock from the ground and flings it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
|
AoE, Projectile, Fire | 5 | 14 |
Dex: 34 |
Projectile: ・Converts 60% of Physical Damage to Fire Damage ・While Dual Wielding, fire twice as many projectiles with 30% less attack speed ・Explosion radius is 1.6 metres Shrapnel: ・Attack Damage: 114% ・Converts 100% Physical Damage to Fire Damage ・Fires 8 Projectiles |
Oil Grenade Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
|
AoE, Projectile, Grenade, Fire, Duration | 9 | 31 |
Str: 40 Dex: 40 |
・Covering enemies in Oil Slows their movement speed by 20% ・Covering enemies in Oil applies Fire Exposure, lowering total Fire Resistance by 20% ・Oil Ground slows enemy movement speed by 30% ・Oil Ground applies Fire Exposure to enemies, lower total Fire Resistance by 20% ・Oil spray radius is 2.2 metres ・Oil and Oil Ground duration is 5 seconds ・Fuse Duration is 1.6 seconds |
Orb of Storms Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
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AoE, Sustained, Lightning, Duration, Chaining, Orb | 3 | 6 | Int: 16 |
・Deals 3 to 9 Lightning Damage ・Chains 3 times ・Fires a bolt every 3.4 seconds, and when you use a lightning skill near the orb ・Orb disappears after 12 bolts ・Orb radius is 2.8 metres ・Orb duration is 10 seconds ・Limit of 1 Orb of Storms |
Pain Offering Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
|
Buff, AoE, Aura, Duration | 5 | 5 | Int: 34 |
・Limit 1 Pain Offering Spike ・Aura Radius is 6 Metres ・Spike Duration is 6 seconds ・Aura grants minions 30% increased attack and cast speed |
Perfect Strike Perfect Strike Charge up your weapon while channelling. Releasing the moment you ECT STRIKE fully charge will release a wave of Fire.
|
AoE, Melee, Strike, Fire, Duration, Channeling | 5 | 5 |
Dex: 34 |
Normal Strikes: ・Converts 40% of Physical Damage to Fire Damage ・While Dual Wielding, both weapons hit with 30% less damage Perfect Strike: ・Converts 80% of Physical Damage to Fire Damage ・+14 to Melee Strike Range ・While Dual Wielding, both weapons hit with 30% less damage ・Always Ignites ・0-20% increased Magnitude of Ignite you inflict (from Quality) |
Permafrost Bolts Permafrost Bolts Loads your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts make them extremely potent at Freezing enemies.
|
AoE, Ammunition, Projectile, Cold | 1 | 1 | None |
Permafrost Bolts: ・Converts 80% of Physical Damage to Cold Damage ・Knocks Back Enemies ・80% more Freeze Buildup ・Bolts shatter on impact, dealing damage in a 2.7 metre cone ・Multiple fragments can Hit the same target ・Multiple fragments hitting a target simultaneously will combine their damage into a single Hit ・Fires 10 fragments per shot Ammunition: ・1 Bolt loaded per clip |
Plasma Blast Plasma Blast Loads your Crossbow with unstable that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain.
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AoE, Ammunition, Projectile, Lightning, Chanelling | 13 | 52 |
Str: 66 Dex: 66 |
Plasma Blast - Projectile: ・Projectiles Pierce ・all targets ・Converts 70% of Physical Damage to Lightning Damage ・2 seconds to Total Attack time ・Knocks back enemies ・30% more chance to shock Plasma Blast - Explosion: ・Converts 100% Physical Damage to Lightning Damage ・30% more chance to Shock ・Explosion radius is 3.2 metres Ammunition: ・1 bolt loaded per clip |
Poisonburst Arrow Poisonburst Arrow Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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AoE, Projectile, Chaos, Duration | 1 | 1 | None | None |
Profane Ritual Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge.
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AoE, Chaos, Duration | 7 | 22 | Int: 52 |
・Deals 59.2 Base Chaos Damage per Second ・Limit 5 Active Rituals ・Ritual Radius is 1.8 metres ・Ritual Duration is 2s |
Rain of Arrows Rain of Arrows Fire arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
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AoE, Projectile, Sustained | 9 | 31 |
Str: 72 |
・Fires 34 Arrows ・Rain radius 3.6m ・Arrow impact radius .7m ・Max 1 Arrow rain ・One arrow lands every .08s ・Fires 100% more Arrows if Frenzy Charge consumed ・Fires 50% more Arrows per Frenzy Charge consumed |
Raise Zombie Raise Zombie Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered.
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Physical, Duration | 5 | 14 | Int: 34 |
・Limit to 10 Raised Zombies ・Zombie duration is 20s ・Empowered Zombies take 30% less damage ・Empowered Zombies deal 100% more damage with hits ・Empowered Zombies have 25% more Movement Speed |
Rapid Shot Rapid Shot Loads your Crossbow with a large clip of heavily modified that cause Heat build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
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Ammunition, Projectile, Fire | 5 | 14 |
Str: 20 Dex: 20 |
Rapid Shot: ・Converts 60% of Physical to Fire Damage ・Knocks Back enemies ・Maximum 17 Heat ・Rapid Shots Gain 7% of Damage as extra Fire damage per Heat ・Charges for 800% of Attack Time before firing when you have no Heat ・Gain Heat 4x per second while firing ・Grenades Gain 6% extra Fire damage per Heat Ammunition: ・50% less reload speed ・50 bolts per clip |
Resonating Shield Resonating Shield Repeatedly strike your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your shield is raised and you will Block all incoming Blockable hits.
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AoE, Melee, Sustained, Physical, Channelling | 5 | 14 |
Dex: 34 |
・Hits Break 14 Armour ・10 to 16 Base Off Hand Physical damage ・2 to 3 added Physical damage per 15 Armour on Shield ・Cannot be Empowered by Warcries ・Shockwave Radius 1.8 Metres |
Ripwire Ballista Ripwire Ballista Deploys a Balista Totem that fires Pinning bolts which Maim enemies.
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Totem, Projectile, Duration | 7 | 22 |
Str: 30 Dex: 30 |
Ballista: ・Totem duration is 16 seconds ・Limit 1 Totem ・Totem base Attack Time is 1.6 seconds ・Totem uses its own weapon dealing 24 to 36 Base Physical Damage Bolts: ・Hits are Pinning ・Pins enemies as though dealing 250% more damage,Fires 5 Projectiles,Maim on hit |
Rolling Slam Rolling Slam Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. holding down the skill input allows you to change direction as you move.
|
AoE, Melee, Slam | 1 | 3 |
Dex: 9 |
Rolling Slam: ・1.5 seconds to Total Attack Time ・While Dual Wielding, both weapons hit with 30% less damage First Slam: ・Attack Damage: 88% ・50% more Stun buildup ・Impact radius is 1.4 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) Second Slam: ・Attack Damage: 176% ・Impact radius is 1.8 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) |
Seismic Cry Seismic Cry Performs a damaging Warcry, knocking Back enemies. If a Heavy Stunned enemy is hit, your next Slam is empowered to perform an additional aftershock. If not, this skills cooldown is reset. Only counts Heavily Stunned enemies for purpose of counting Power gained.
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AoE, Physical, Duration | 11 | 41 |
Dex: 95 |
・Deals 50-75 Physical Damage ・20% increased Warcry Speed ・200% increased Knockback distancel400% more Stun Buildup ・Knockback enemies on hit ・Hits ignore enemy Physical Damage Reduction ・Empowers the next Melee Slam Attack ・Additional Attack per Endurance Charge consumed ・Warcry radius is 4M |
Shattering Palm Shattering Palm Dash to an enemy and strike them with an unarmed attack that manifests a wave of cold, coating nearby enemies in shards of Ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack Damage. This skill always strikes with your bare fist, even if you have a quarterstaff equipped.
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AoE, Melee, Strike, Cold, Nova | 11 | 41 |
Str: 52 Int: 52 |
Melee: ・45 to 68 added Cold damage ・Can't be Evaded ・9% to Critical Hit chance ・Attaches shards to enemies within a 3.8 metre radius Explosion: ・24 to 36 added Cold damage ・11% to Critical Hit chance ・100% more Freeze buildup ・Explosion radius is 1.6 metres |
Shield Charge Shield Charge Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
|
AoE, Melee, Physical, Channelling, Travel | 3 | 6 |
Dex: 16 |
Area of Effect: ・7 to 10 Base Off Hand Physical damage ・2 to 3 added Physical Damage per Armour on Shield ・Impact Radius is 2.4 metres Collision: ・7 to 10 Base Hand Physical Damage ・Knock Back enemies ・2 to 3 added Physical damage per 15 Armour on Shield ・50% more Stun Buildup ・Impact Radius is 2.4 Metres |
Shield Wall Shield Wall Ram you Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
|
AoE, Physical, Duration | 7 | 22 |
Dex: 52 |
・Can have 1 Shield Wall active at a time ・15 to 23 Base Off Hand Physical damage ・2 to 4 added Physical damage per 15 armor on the shield ・Explosion radius is 2M ・Wall duration is 6s ・Wall Segments have 460 maximum Life |
Shockburst Rounds Shockburst Rounds Loads your Crossbow with a clip of charged bolts which releases damaging pulses upon hitting an enemy affected by a lightning ailment. Using this skill again reloads the clip.
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AoE, Ammunition, Projectile, Lightning, Payoff | 11 | 41 |
Str: 52 Dex: 52 |
Shockburst Rounds - Projectile: ・Converts Physical damage to Lightning damage Shockburst Rounds - Pulse: ・Converts 100% of Physical damage to Lightning Damage ・Pulse radius is 1.8 metres Ammunition: ・20% less reload speed ・15 bolts loaded per clip |
Shockchain Arrow Shockchain Arrow ires a Lightning-infused arrow that homes in on Shocked enemies. Hitting a Shocked enemy will Consume the Shock to charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets, prioritising ones which are Shocked. If the beam hits a Shocked target, it will release another damaging shockwave and can continue to Chain.
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AoE, Projectile, Lightning, Chaining, Payoff | 11 | 41 |
Str: 95 |
Projectile: ・Converts 20% of Physical Damage to Lightning Damage ・Cannot Chain ・Arrows always Pierce while flying towards a Shocked enemy Beam: ・Attack Damage: 80% ・Converts 100% of Physical Damage to Lightning Damage ・Chains up to 10 times Shockwave: ・Attack Damage: 121% ・Converts 100% of Physical Damage to Lightning Damage ・Shockwave radius is 2.5m |
Shockwave Totem Shockwave Totem Raises a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
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Totem, AOE, Melee, Slam, Physical, Duration, Nova | 3 | 6 |
Dex: 16 |
Totem: ・Totem duration is 12s ・Limit of 1 Totem ・Totem Base Attack Time is 3s ・Totem uses its own weapon dealing 10 to 16 base Physical Damage Slam: ・Shockwave radius is 3 metres |
Siege Cascade Siege Cascade Loads your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay .
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AoE, Ammunition, Projectile, Sustained, Fire, Payoff | 13 | 52 |
Str: 66 Dex: 66 |
Siege Cascade - Impact: ・Convert 80% of Physical Damage to Fire Damage ・fire bolts at every enemy within a 2.5-metre radius ・Bolt explosion radius is 0.5 meters ・200% more damage against immobilized enemies Siege Cascade - Explosion: ・Converts 80% of Physical Damage to Fire Damage ・Fires Bolts at every enemy within a 2.5 metre radius ・Bolt explosion radius is 1 metre ・200% more damage against immobilised enemies Ammunition: ・50% less reload speed ・1 Bolt loaded per clip |
Siphoning Strike Siphoning Strike Dash to a target and Strike them with your quarterstaff. If the target is Shocked, consume the Shock to release a Lightning shockwave around the target and grant you a Power Charge.
|
AoE, Melee, Strike, Lightning, Payoff | 7 | 22 |
Str: 30 Int: 30 |
Dash: ・6 to Melee Strike Range ・50% more Stun Buildup ・Knock enemies back on Hit Shockwave: ・Converts 100% of Physical Damage to Lightning Damage,50% more Stun Buildup ・Shockwave radius is 1.8 meters |
Skeletal Arsonist Skeletal Arsonist Summons bomb-throwing, reviving Skeletal Arsonists that can detonate other minions on command.
|
Persistent, Fire, Detonator | 3 | 6 | Int: 16 |
・Summons Bomb-Throwing ・Reviving Skeletal Arsonists ・Can detonate other Minions on Command |
Skeletal Brute Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
|
Minion, Persistent, Physical | 13 | 52 | Int: 119 | None |
Skeletal Cleric Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
|
Minion, Persistent | 13 | 52 | Int: 119 |
Revive Skeleton: ・Revive a fallen Skeleton Heal: ・Life Regeneration granted: 13 |
Skeletal Frost Mage Skeletal Frost Mage Summons reviving Skeletal Frost Mages that can be commanded to cast Icy Explosions
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Persistent, Cold | 5 | 14 | Int: 34 |
Minion Info: ・Skills can be managed in the Skills Panel Command: Ice Bomb: ・Deals 28 to 43 Cold Damage ・100% More Magnitude or Chill Inflicted ・Explosion Radius is 2.6m |
Skeletal Reaver Skeletal Reaver Summons aggressive, Reviving Skeletal Reavers that can enrage on Command
|
Minion, Persistent, Physical | 9 | 31 | Int: 72 |
Minion Info: ・None Command: Enrage: ・Enrage all Skeletal Reavers, causing them to lose life over time and gain Rage on hit. Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their Rage. |
Skeletal Sniper Skeletal Sniper Summons long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
|
Persistent, Physical, Fire, Chaos | 1 | 6 | Int: 16 |
Minion: ・None Command: Gas Arrow - Impact: ・Cooldown Time: 8.00s ・Attack Speed: 120% Base ・Attack Damage: 70% Command: Gas Arrow - Poison Cloud: ・Does not hit, but Poisons enemies as though hitting them ・Gains 40% more area of effectper second, up to a maximum of 200% ・Cloud Duration is 8s ・Cloud Radius is 1.4 metres Command: Gas Arrow - Explosion: ・Converts 100% of Physical damage to Fire Damage |
Skeletal Storm Mage Skeletal Storm Mage Summons Reviving Skeletal Storm Mages that can call down a lightning storm on dead Skeletons on Command.
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Persistent, Lightning | 11 | 41 | Int: 95 |
Minion Info: ・Minions Gain 0(0-20)% of their maximum Life as extra maximum Energy Shield Command: Death Storm: ・Deals 74 to 418 Lightning Damage ・Bolt Explosion radius is 1.8 metres ・Shocked Ground radius is 1.8 metres ・Shocked Ground duration is 6s |
Skeletal Warrior Skeletal Warrior Summons reviving Skeletal Warriors.
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Persistent, Physical | 1 | 1 | Int: 8 | ・Summons Reviving Skeletal Minions. |
Snipe Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
|
AoE, Projectile, Channelling | 3 | 6 |
Str: 16 |
Arrow: ・200% increased Critical Damage Bonus Explosion: ・200% increased Critical Damage Bonus ・Explosion Radius is 1.5 metres |
Sniper's Mark Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
|
Mark, Duration | 7 | 22 |
Str: 52 |
・Limit 1 Marked target ・Maximum Mark duration 8 seconds ・Next Critical Hit against Marked enemy has +38% Critical Damage Bonus |
Solar Orb Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
|
AoE, Sustained, Fire, Duration, Orb | 5 | 14 | Int: 34 |
・Deals 11 to 16 Fire Damage ・Pulses every 1.4 seconds ・Explosion radius is 2.5 metres ・Orb duration is 10 seconds ・Limit to 1 Solar Orb |
Soul Offering Soul Offering Impales a Skeleton on a bone spike, granting you a powerful Spell Damage Buff as long as the spike remains. Does not affect your minions. The bone spike itself is a Minion. If it dies, the effect ends immediately.
|
Buff, Duration | 13 | 52 | Int: 119 |
・Limit 1 Soul Offering Spike ・Spike Duration is 4s ・Buff grants you 32% more Spell Damage |
Spark Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
|
Projectile, Lightning, Duration | 1 | 1 | None |
・Deals 1 to 8 Lightning Damage ・Fires 6 Projectiles ・Projectile Duration is 2 Seconds |
Spiral Volley Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
|
Projectile, Sustained | 13 | 52 |
Str: 119 |
・+.4 seconds to Total Attack time ・Fires 2 Arrow ・Chains once per Frenzy Charge consumed ・20% more Damage per Frenzy Charge consumed ・100% more Damage if a Frenzy Charge was consumed |
Staggering Palm Staggering Palm Dash to an enemy and Strike them with an Unarmed Strike, Heavy Stunning an enemy with this Skill grants you a Buff, that causes your Quarterstaff and Unarmed attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
|
AoE, Melee, Strike, Projectile, Physical, Duration | 3 | 6 |
Str: 10 Int: 10 |
Staggering Palm: ・10 to 16 added Attack Physical Damage ・Can't be Evaded ・+7% to Critical Hit chance ・Buff Duration is 6s Projectile (Quarterstaff): ・Projectiles Pierce all targets Projectile (Unarmed): ・Projectiles pierce all targets ・10 to 16 added Physical damage ・+7% to Critical Hit chance |
Stampede Stampede Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
|
AoE, Melee, Slam, Duration, Travel | 11 | 41 |
Dex: 95 |
Footsteps: ・While Dual Wielding both weapons hit with 30% less damage ・Jagged Ground duration is 6 seconds ・Impact and Jagged Ground radius are 1.2 metres Slam: ・While Dual Wielding both weapons hit with 30% less damage ・the impact radius is 3.2 metres Explosion: ・While Dual Wielding both weapons hit with 30% less damage ・Detonates Jagged Ground within 3.2 metres radius of slam and each patch of Jagged Ground detonated. |
Storm Wave Storm Wave Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long wave ahead of you.
|
AoE, Melee, Lightning | 7 | 22 |
Str: 30 Int: 30 |
・Converts 80% of Physical Damage to Lightning Damage ・Wave Length is 8 Metres ・Wave Width is 1 Metre |
Stormblast Bolts Stormblast Bolts Loads your crossbow with charged bolts that land around the target location and explode if hit by a Detonator skill. Using this skill again reloads the clip.
|
AoE, Ammunition, Projectile, Lightning, Duration | 9 | 31 |
Str: 40 Dex: 40 |
Stormblast Bolts - Impact: ・Converts 60% of Physical damage to Lightning Damage ・Maximum of 9 Active bolts ・Impact radius is 0.8 metres ・Charged Bolt duration is 8s ・Fires 3 bolts Stormblast Bolts - Explosion: ・Converts 100% Physical damage to Lightning damage ・Maximum of 9 Active Bolts ・Explosion radius is 1.6 meters Ammunition: ・50% less reload speed ・three bolts loaded per clip |
Stormcaller Arrow Stormcaller Arrow Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock.
|
AoE, Projectile, Lightning, Duration | 3 | 6 |
Str: 16 |
Arrow: ・Converts 20% of Physical Damage to Lightning Damage ・Arrow duration is 1.5 seconds Bolt: ・Attack Damage: 169% ・Converts 100% of Physical Damage to Lightning Damage ・800% more chance to Shock ・Impact radius is 1 metre ・Arrow duration is 1.5 seconds |
Sunder Sunder Slams the ground, creating a roiling fissure 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.
|
AoE, Melee, Slam, Payoff | 9 | 31 |
Dex: 72 |
Wave: ・1.4s to total Attack Time ・0.2M to Wave Length for each wave in sequence ・100% increased Critical Damage bonus ・While Dual Wielding both weapons hit with 30% less damage ・Consumes Fully Broken Armour on enemies to guarantee a Critical hit ・Wave length is 0.9M ・Wave causes shockwaves from up to 5 enemies in each area Shockwave: ・100% increased critical Damage bonus ・While Dual Wielding ・both weapons hit with 30% less damage,Consumes fully broken armour on enemies to guarantee a Critical Hit,Shockwave radius is 1.2M |
Supercharged Slam Supercharged Slam Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in larger area.
|
AoE, Melee, Slam, Chanelling | 11 | 41 |
Dex: 95 |
Impact: ・Impact Radius is 1.6M ・20% more Damage with Hits for Each Stage ・Maximum of 3 Stages ・Channelling ends 1s after reaching maximum stages ・Releases 1 Aftershock per Stage. Aftershock: ・Aftershock Radius is 2.8M ・Each successive Aftershock gains 0.5M to radius |
Tempest Bell Tempest Bell Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
|
AoE, Melee, Sustained, Duration, Nova | 3 | 10 |
Str: 15 Int: 15 |
Tempest Bell: ・Requires 4 Combo to Use ・Lose Combo if you Generate No Combo for 8 Seconds ・Limit 1 Bell ・Bell Duration is 6 Seconds ・Bell is Destroyed after 11 Hits Impact: ・Impact Radius is 1.8 Metres Shockwave: ・30% More AoE per .1 Metres of Knockback the Triggering Hit would have caused ・Deals 30% more Damage per Elemental Ailment Afflicting the Bell ・60% of Physical Damage Converted to the Corresponding Damage Type of each Elemental Ailment Afflicting the Bell ・Shockwave Radius is 2.4 Metres |
Tempest Flurry Tempest Flurry Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth performs a Final strike that calls down a powerful Shocking bolt.
|
Attack, Melee, Strike, Lightning | 5 | 14 |
Str: 20 Int: 20 |
Normal Strikes: ・Converts 60% of Physical Damage to Lightning Damage ・+4 to Melee Strike Range Third Strike: ・35% Less Attack Speed Fourth Strike: ・45% Less Attack Speed ・Converts 100% of Physical Damage to Lightning Damage ・+6 to Melee Strike Range ・100% more Chance to Shock |
Temporal Chains Temporal Chains Curses all enemies in an area, Slowing them and making other effects on them expire more slowly.
|
AoE,Duration, Curse | 13 | 52 | Int: 119 |
・Curse applies after 1 second delay ・Curse radius is 1.9 metres ・Curse duration is 6.8 sec ・Other effects on cursed enemies expire 25% slower ・Cursed enemies are slowed by 26% |
Tornado Shot Tornado Shot Fires a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
|
AoE, Projectile, Physical, Duration | 11 | 41 |
Str: 95 |
Impact: ・Impact radius 1m Tornado: ・Deals 28.6 base Physical DPS ・Modifiers to Projectile DMG apply to skill's DoT effect ・Tornado spits out 3 copies of Projectiles ・Limit 1 Tornado ・Max duration is 7s ・Disappears after 7 Hits ・Projectiles deal 50% less damage ・Copied projectiles max travel distance 6m |
Toxic Growth Toxic Growth Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
|
AoE, Projectile, Chaos, Duration | 5 | 14 |
Str: 34 |
Attack: ・0.7 Seconds to Total Attack Time ・Fires 8 Arrows ・Stored Poison adds up to 1 metre to base explosion radius ・Stored Poison grants up to 100% more explosion damage ・Explosion Radius is 0.8 metres ・Maximum Pustule Duration is 6 seconds |
Unearth Unearth Raises spikes of bone from the earth in front of you. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
|
Minion, AoE, Physical, Duration | 1 | 2 | Int: 9 |
・Deals 5-8 Physical Damage ・Summons bone constructs from corpses ・Cone Length is 6 metres ・Bone construct duration is 12 seconds. |
Vaulting Impact Vaulting Impact Leaps forward and Slams the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
|
AoE, Melee, Slam, Travel | 3 | 6 |
Str: 10 Int: 10 |
・1 Second to total Attack Time ・30% more Stun Buildup ・Consume Daze on Enemies to Cause 300% more Stun Buildup ・Impact Radius is 2.4 Metres |
Vine Arrow Vine Arrow Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage.
|
AoE, Projectile, Chaos, Duration | 3 | 6 |
Str: 16 |
・Impact Radius is 0.8 Metres |
Volcanic Fissure Volcanic Fissure Slam the ground, creating a fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an aftershock, which spreads to all connected fissures.
|
AoE, Melee, Slam, Sustained, Fire, Duration | 9 | 31 |
Dex: 72 |
・Converts 60% of Physical Damage to Fire Damage ・While Dual Wielding both weapons hit with 30% less attack speed ・Fissure duration is 12 seconds |
Voltaic Grenade Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires
|
AoE, Projectile, Grenade, Lightning, Duration | 7 | 22 |
Str: 30 Dex: 30 |
・Converts 80% of Physical damage to Lightning damage ・50% more Electrocution Buildup ・Lightning damage from this skill contributes to electrocution buildup ・Explosion radius is 2M ・Fuse duration is 1.2s |
Voltaic Mark Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
|
Attack, AoE, Mark, Lightning, Duration, Nova | 7 | 22 |
Str: 52 |
Mark: ・Limit 1 Marked target ・Mark Duration 8 secs ・Hits against Marked enemy have 50% more Shock chance ・Shock has 30% increased effect on Marked enemy Nova: ・Attack Damage: 271% ・3-57 base Lightning Damage ・+8% Critical Hit Chance ・200% Shock chance ・Nova radius 2.6 metres |
Vulnerability Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
|
AoE, Physical, Duration, Curse | 7 | 22 | Int: 52 |
・Curse applies after 1 second delay ・Curse radius is 1.7 metres ・Curse duration is 6.4 seconds ・Hits against Cursed Enemies ignore 191 Armour |
Wave of Frost Wave of Frost Flips backwards and sends forth a Freezing wave in front of you.
|
Attack, AoE, Melee, Cold | 7 | 22 |
Str: 30 Int: 30 |
・Converts 80% of Physical Damage to Cold Damage ・180% More Freeze Buildup ・Wave Length is 6 Metres |
Whirling Assault Whirling Assault Advance while hitting enemies around you with a series of spinning strikes.
|
AoE, Melee, Strike | 11 | 41 |
Str: 52 Int: 52 |
・1.4 seconds to Total Attack time |
Wind Blast Wind Blast Strike enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
|
AoE, Melee | 5 | 14 |
Str: 20 Int: 20 |
・150% more Stun Buildup ・Knock enemies back on hit ・Causes Daze Buildup equal to 532% of Physical damage dealt ・Cone Length is 6 metres |
Skill Gems are socketable gems that provide active skill when equipped. These skills are tied to the different weapon types found in the game.
Skill gems are items that can be equipped in the skill menu to unlock new abilities. These new skills are spammable and consume mana. However, they have a fixed attack speed or cast speed, making them slightly slower to cast compared to your basic attack. You can enhance the effects of your attack gems by slotting support gems with matching tags to make them more effective.
Gem Types | |||
---|---|---|---|
Skill | Support | ||
Spirit | Meta |
List of Skill Gems
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