Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. Right click to remove from the Socket. Works with Maces, Sceptres, Axes, Staves and Unarmed. Enemies take slightly less damage on the second and third stage. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. Can consume charges from a Life flask to add further damage. I sacrificed a life of love for one of responsibility, so that she, and others like her, might be kept safe. This is a Support Gem. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it. Being near it grants you more melee damage. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing. The shards will damage enemies they impact, dealing cold damage. Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. The cooldown can be bypassed by expending a Frenzy Charge. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Enemies in the middle of the slashes can be hit by both. Using the skill again will stop the previous wave. The flames last for a duration, rotating around the trap and repeatedly dealing damage. The arrows degrade in-flight as the lightning dissipates, soon vanishing. Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Attacks enemies with a melee strike, applying a debuff for a short duration. The pods last for a duration before bursting, dealing area damage.
The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. When the teleport occurs, lightning damage is dealt to the enemies both before and after they teleport. Lightning Penetration Support is a Support gem. Release to fire it, leaving spore pods in its wake. The villagers seared the blight with fire, but it only spread like dancing flames. Skin like steel tempered by bright flames. Refills as you kill monsters. Right click to remove from the Socket. My subordinates circled me eternally, attuned to the slightest weakness, ready to tear me apart for their own gains. Requires a Mace, Sceptre, Axe or Staff.
The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. We flow like blood into Chayula's open mouth. As it gains more stages, the area gets smaller but the damage gets higher. Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Burning enemies are dealt more damage. Summons a ballista totem that attacks with piercing arrows. Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. It periodically activates while attached, adding energy to the branded enemy. If enemies survive, you gain a blood charge which raises the damage and cost of the skill. You are in Blood Stance by default. Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. Monsters show if they are resistant to damage in their mods. Attacks a small area in front of you. Launches shards of ice in rapid succession. Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. During Flask Effect, 6% reduced Damage taken of each Element for which your Uncapped. After a short preparation time, you attack repeatedly with a ranged weapon. This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Requires a Melee Weapon or Unarmed. Channel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Create a sphere of water, or move an existing sphere and reset its duration. Fires multiple arrows at different targets. Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Channelling for longer builds up stages on the skill. You gain stages while it moves, until it stops at a maximum total distance. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Place into an allocated jewel socket on the Passive Skill Tree. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Imbue the body with stolen spirit, hold the leash tight. Slams the ground at a targeted location. Covers enemies in ash, causing them to move slower and take increased fire damage. "Researchers will please refrain from combining our prototypes with existing relics of power. Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite. Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere.
When this happens, it will also set off the lightning at any other markers you've cast. Right click to drink. Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. Sacrifices some rage to send a ragestorm forward. Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. This allows for more consistent damage against lightning-resistant enemies, such as Bosses, Rares, and Magic enemies. Our website is made possible by displaying online advertisements to our visitors. The Void Sphere will consume the corpses of any enemies which die in its area. Keep all the emotions of a lifetime caged. A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies.
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. "Test subject battered through the hatch with her bare hands. The debuff is spread by Contagion. This damage is not affected by modifiers to spell damage. (20-30)% increased Rarity of Items found during Flask effect. Each arrow deals damage in an area around it. Requires a Mace, Sceptre or Staff. Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. Burning enemies are dealt more damage. ", By its light, Lori led her young charges to safety. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. Chance to perform a swift counter-attack against all enemies around you when you are hit. Casting again will queue up multiple teleportations to occur in sequence.
Channel to spread runes on the ground in a growing pattern. The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Requires an Axe, Mace, Sceptre, Sword or Staff. Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you.
This area will creep across the ground towards nearby enemies until its duration expires. Infuses your melee weapon with electrical energies as you swing. You will know if your subjects follow you from fear or respect when you have your first moment of weakness. Throws a mine that deals damage in an area when detonated. Each effect hits enemies caught in their area with Lightning Damage. Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. Slashes twice, releasing waves of force that damage enemies they hit. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Requires a Sword or Axe. Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. One by one, they stood their ground against a creature. Remain balanced. Slam the ground, damaging enemies in an area around the impact in three stages. "We have methods of interrogation the Inquisitors only dream of.". Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides. Stop channelling to teleport to the illusion, dealing a final wave of damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Allows Stormblast mine's lightning damage to penetrate lightning resistance. Only works with Axes and Swords.
Half of the arrows will land directly on targets if there are targets in their range. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. Requires a Bow. One for each corner of the great Vinktar Square. Enemies standing on the runes are Hindered, reducing their movement speed. Maps can only be used once. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. Swings a two handed melee weapon in a circle, knocking back monsters around the character. Consume a Steel Shard 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. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed. Grants a buff adding cold damage to spells and attacks.
Fires your wand to unleash projectiles that fire toward enemies in front of you or to your sides, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit. These projectiles quickly dissipate as they travel, before disappearing. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be split between those arrows. Modifiers to trap throwing speed affects how frequently it releases waves. They explode when landing, dealing damage to nearby enemies. Fires a burning arrow that deals fire damage and has a chance to ignite. Attack enemies with a forceful melee strike that also hurts you. Creates a magical brand which can attach to a nearby enemy. Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Fires arrows up in the air, to rain down in an area. Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards. Summons a ballista totem that propels a sequence of fiery arrows into the air. Modifiers to trap throwing speed will affect how frequently it strikes. The brand will detach if the enemy dies. If no specific monster is targeted, one is picked at random. Requires a Melee Weapon or Unarmed.