PoE Transfigured Gems List All 3.24

Alternate Quality Gems, Labyrinth Helmet Enchantments and Unique Threshold Jewels have been combined into a new system called Transfigured Gems – alternative versions of existing skill gems that have different functionality and balance. There are over a hundred of these, such as Frost Bomb of Instability, Detonate Dead of Scavenging, Raise Zombie of Falling, Firestorm of Meteors and many more.

The Divine Font at the end of the Labyrinth is now a gem crafting device that can modify your skill and support gems by turning them into Transfigured Gems, add Quality or Experience to Gems, or sacrifice a Gem for one or more Treasure Keys to open Izaro's Chests.

PoE Transfigured Gems Part 1 PoE Transfigured Gems Part 2 PoE Transfigured Gems Part 3 PoE Transfigured Gems Part 4 PoE Transfigured Gems Part 5

List of PoE Transfigured Gems 3.24

NameDescription
Cleave of Rage Cleave of Rage

Attack, AoE, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 180–300% of base. Effectiveness of Added Damage: 180–300%. Radius: 20.

Requires Level 1

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.

  • When Dual Wielding, Deals 60% Damage from each Weapon combined
  • Gain 1 Rage if this Skill Hits any Enemies
  • +0.1 metres to Radius per 3 Rage
  • Gain Rage if this Skill Hits any Enemies

Additional Effects From Quality: Gain (0–1) Rage if this Skill Hits any Enemies
Glacial Hammer of Shattering Glacial Hammer of Shattering

Critical, Attack, Melee, Strike, Cold. Level: 1–20. Effectiveness of Added Damage: 165–269%.

Requires Level 1

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.

  • 100% of Physical Damage Converted to Cold Damage
  • Every third successive strike is a Critical Strike
  • +0.2 metres to Melee Strike Range
  • Adds (2–75) to (3–113) Cold Damage against Chilled Enemies

Additional Effects From Quality: +(0–40)% to Critical Strike Multiplier
Ground Slam of Earthshaking Ground Slam of Earthshaking

Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 210–340% of base. Effectiveness of Added Damage: 210–340%. Radius: 35.

Requires Level 1

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.

  • 25% reduced Enemy Stun Threshold
  • +(0–1) metre to radius
  • 100% increased angle

Additional Effects From Quality: Deals up to (0–20)% more Damage with Hits to closer targets
Molten Strike of the Zenith Molten Strike of the Zenith

Attack, Projectile, AoE, Melee, Strike, Fire. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 85–130% of base. Effectiveness of Added Damage: 85–130%. Explosion Radius: 9. Projectile Radius: 2-25.

Requires Level 1

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.

  • Fires 3 Projectiles
  • 60% of Physical Damage Converted to Fire Damage
  • +(0.2–0.6) metres to Melee Strike Range
  • Projectiles deal 50% less Damage with Hits and Ailments
  • Every fifth Attack fires 5 additional Projectiles
  • Every fifth Attack, Projectiles deal 800% more Damage with Hits and Ailments

Additional Effects From Quality: Every fifth Attack, Projectiles deal (0–200)% more Damage with Hits and Ailments
Perforate of Duality Perforate of Duality

Physical, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 155–265% of base. Effectiveness of Added Damage: 155–265%. Sand Radius: 11. Blood Radius: 8.

Requires Level 1

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.

  • (2–75) to (3–113) Added Attack Physical Damage
  • Creates 3 Spikes
  • 75% less Damage while in Blood Stance
  • Creates 10 additional Spikes if you've changed Stance Recently
  • (0–76)% more Area of Effect while in Sand Stance

Additional Effects From Quality: Creates (0–2) Spikes
Perforate of Bloodshed Perforate of Bloodshed

Physical, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 60–85% of base. Effectiveness of Added Damage: 60–85%. Sand Radius: 11. Blood Radius: 8.

Requires Level 1

Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times.
Requires a Sword or Axe.

  • (2–75) to (3–113) Added Attack Physical Damage
  • Creates 5 Spikes
  • (50–88)% more Damage with Bleeding
  • 25% chance to cause Bleeding

Additional Effects From Quality: Creates (0–1) Spikes
Shield Crush of the Chieftain Shield Crush of the Chieftain

Attack, AoE, Fire, Melee. Level: 1–20. Attack Time: 1.00 sec. Critical Strike Chance: 5.00%.

Requires Level 1

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.

  • (5–222) to (7–334) Base Off Hand Fire Damage
  • (5–7) to (7–9) Added Fire Damage per 15 Armour on Shield
  • Central wave has (50–88)% more Area of Effect

Additional Effects From Quality: Deals up to (0–10)% more Damage with Hits to closer targets
Smite of Divine Judgement Smite of Divine Judgement

Lightning, Attack, AoE, Melee, Strike. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%. AoE Radius: 15.

Requires Level 1

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.

  • 50% of Physical Damage Converted to Lightning Damage
  • (0–38)% more Area Damage
  • Base radius is 1.5 metres
  • Lightning strikes 3 targets
  • Lightning strikes targets within +5 metres

Additional Effects From Quality: Lightning strikes targets within +(0–2) metres
Holy Flame Totem of Ire Holy Flame Totem of Ire

Totem, Spell, Projectile, Fire, Channelling, Physical. Level: 1–20. Cast Time: 0.18 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 35%.

Requires Level 4

Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.

  • Deals (2–153) to (5–230) Physical Damage
  • Projectiles Pierce all Targets
  • Totem lasts 8 seconds
  • Modifiers to number of Projectiles do not apply to this Skill
  • 50% of Physical Damage Converted to Fire Damage
  • Summons a Totem which uses this Skill
  • (50–88)% more Projectile Speed
  • Consecrated Ground grants Immunity to Curses to you and Allies

Additional Effects From Quality: (0–40)% more Projectile Speed
Leap Slam of Groundbreaking Leap Slam of Groundbreaking

Attack, AoE, Movement, Travel, Slam, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 210–320% of base. Effectiveness of Added Damage: 210–320%. Radius: 15.

Requires Level 10

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. Cannot be supported by Multistrike.

  • (20–39)% increased Stun Duration against Enemies that are on Full Life
  • Damaging Hits always Stun Enemies that are on Full Life
  • Base radius is 2.5 metres

Additional Effects From Quality: (0–40)% increased Stun Duration against Enemies that are on Full Life
Absolution of Inspiring Absolution of Inspiring

Spell, Minion, Duration, Physical, Lightning, AoE. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 200%.

Requires Level 12

Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.

  • Deals (21–873) to (31–1310) Physical Damage
  • Base duration is 1 seconds
  • Base secondary duration is 10 seconds
  • Increases and Reductions to Minion Damage also apply
  • to this Skill's Damage at 200% of their value
  • +(0–0.6) metres to radius
  • 25% chance to Summon a Sentinel of Absolution on Hitting a Rare or Unique Enemy
  • Maximum 2 Summoned Sentinels of Absolution
  • This Spell and Minions Convert 50% of Physical Damage to Lightning Damage

Additional Effects From Quality: Increases and Reductions to Minion Damage also apply
to this Skill's Damage at (0–50)% of their value
Earthshatter of Fragility Earthshatter of Fragility

Attack, AoE, Slam, Duration, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 100–150% of base. Effectiveness of Added Damage: 100–150%. AoE Radius: 20.

Requires Level 12

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.

  • Base duration is 1.5 seconds
  • (0–19)% more Area of Effect
  • Shattering Spikes deal 30% less damage
  • Maximum 15 Spikes
  • Creates 5 fissures

Additional Effects From Quality: Maximum (0–3) Spikes
Creates (0–1) fissure
Earthshatter of Prominence Earthshatter of Prominence

Attack, AoE, Slam, Duration, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 110–170% of base. Effectiveness of Added Damage: 110–170%. AoE Radius: 20.

Requires Level 12

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.

  • Base duration is 6 seconds
  • Shattering Spikes have (100–157)% more Area of Effect
  • Shattering Spikes deal 100% more damage
  • Maximum 5 Spikes
  • Creates 1 fissure

Additional Effects From Quality: Shattering Spikes deal (0–20)% more damage
Exsanguinate of Transmission Exsanguinate of Transmission

Spell, Chaining, Physical, Duration. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 55%.

Requires Level 12

Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.

  • Deals (-954–-13) to (-1432–-20) Physical Damage
  • Deals (23.4–1121) Base Physical Damage per second
  • Base duration is 2 seconds
  • Chains +(12–21) Times
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Fires tendrils at up to 1 Target

Additional Effects From Quality: Base duration is (0–1.5) seconds
Infernal Blow of Immolation Infernal Blow of Immolation

Attack, AoE, Melee, Strike, Fire, Duration. Level: 1–20. Effectiveness of Added Damage: 104–166%. Radius: 15.

Requires Level 12

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.

  • Base duration is 3 seconds
  • (5–75) to (8–113) Added Fire Damage
  • 60% of Physical Damage Converted to Fire Damage
  • Base radius is 2.4 metres
  • Debuff deals 80% of Damage per Charge
  • Debuff deals % of Damage per Charge

Additional Effects From Quality: Debuff deals (0–10)% of Damage per Charge
Sunder of Earthbreaking Sunder of Earthbreaking

Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 90% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%. AoE Radius: 12.

Requires Level 12

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.

  • (0–38)% more Area of Effect
  • Shockwaves deal 40% less Damage
  • Wave has 75% reduced delay between Areas
  • Wave Damages 6 Areas
  • Wave causes Shockwaves from up to 3 Enemies in each Area

Additional Effects From Quality: Wave Damages (0–2) Areas
Volcanic Fissure of Snaking Volcanic Fissure of Snaking

Melee, Attack, AoE, Slam, Fire. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 130–185% of base. Effectiveness of Added Damage: 130–185%.

Requires Level 12

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.

  • 60% of Physical Damage Converted to Fire Damage
  • 50% more Area of Effect
  • Fissure erupts 2 additional times

Additional Effects From Quality: Fissure erupts (0–1) additional times
Animate Guardian of Smiting Animate Guardian of Smiting

Spell, Minion, Lightning. Level: 1–20. Cast Time: 0.60 sec.

Requires Level 28

Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.

  • Can use Items requiring up to Level (33–100)
  • Minion deals (0–38)% more Damage

Additional Effects From Quality: (0–40)% increased Minion Movement Speed
Bladestorm of Uncertainty Bladestorm of Uncertainty

Attack, AoE, Duration, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 125–180% of base. Effectiveness of Added Damage: 125–180%.

Requires Level 28

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.

  • Base duration is 3 seconds
  • (50–88)% more Damage with Bleeding
  • (10–12)% more Attack Speed while you're in a Blood Bladestorm
  • 50% chance to create the wrong Bladestorm
  • Maximum of 3 Bladestorms at a time
  • Sand Bladestorms grant (30–38)% increased Movement Speed to you
  • Bladestorm deals 50% less Damage with Hits and Ailments
  • Maximum of Bladestorms at a time

Additional Effects From Quality: Maximum of (0–1) Bladestorms at a time
Boneshatter of Complex Trauma Boneshatter of Complex Trauma

Attack, Melee, Strike, AoE, Duration, Physical. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 200–250% of base. Effectiveness of Added Damage: 200–250%.

Requires Level 28

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.

  • (11–158) to (17–238) Added Attack Physical Damage
  • +0.2 metres to Melee Strike Range
  • Lose all Trauma on reaching 10 Trauma
  • Take (18–582) Physical Damage per Trauma when you gain Trauma
  • (8–15)% more Damage per Trauma
  • Pulse has 15% increased Area of Effect per 0.1s of Stun Duration, up to 400%

Additional Effects From Quality: (0–5)% more Damage per Trauma
Boneshatter of Carnage Boneshatter of Carnage

Attack, Melee, Strike, AoE, Physical. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 125–275% of base. Effectiveness of Added Damage: 125–275%.

Requires Level 28

Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.

  • (11–158) to (17–238) Added Attack Physical Damage
  • 25% reduced Enemy Stun Threshold
  • +0.2 metres to Melee Strike Range
  • (20–39)% chance to double Stun Duration
  • Pulse has 15% increased Area of Effect per 0.1s of Stun Duration, up to 400%

Additional Effects From Quality: Pulse has (0–5)% increased Area of Effect per 0.1s of Stun Duration, up to 400%
Consecrated Path of Endurance Consecrated Path of Endurance

Fire, Attack, AoE, Movement, Duration, Slam, Melee. Level: 1–20. Cooldown Time: 2.00 sec. Attack Speed: 80% of base. Attack Damage: 110–180% of base. Effectiveness of Added Damage: 110–180%. AoE Radius: 23.

Requires Level 28

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.

  • Base duration is 4 seconds
  • 50% of Physical Damage Converted to Fire Damage
  • Deals up to 20% more Damage with Hits to closer targets
  • 10% more Area of Effect per Endurance Charge
  • 10% more Attack Damage per Endurance Charge

Additional Effects From Quality: Deals up to (0–10)% more Damage with Hits to closer targets
Dominating Blow of Inspiring Dominating Blow of Inspiring

Attack, Minion, Duration, Melee, Strike. Level: 1–20. Effectiveness of Added Damage: 165–238%.

Requires Level 28

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.

  • Base duration is 1 seconds
  • Base secondary duration is 20 seconds
  • Increases and Reductions to Minion Damage also apply
  • to this Skill's Damage at 200% of their value
  • Maximum 6 Summoned Normal Sentinels of Dominance
  • Maximum 3 Summoned Magic Sentinels of Dominance
  • Maximum 1 Summoned Rare Sentinel of Dominance
  • 25% Chance to Summon a Normal Sentinel of Dominance on Hitting a Unique Monster

Additional Effects From Quality: Increases and Reductions to Minion Damage also apply
to this Skill's Damage at (0–50)% of their value
Earthquake of Amplification Earthquake of Amplification

Attack, AoE, Duration, Slam, Melee. Level: 1–20. Attack Speed: 75% of base. Attack Damage: 85–150% of base. Effectiveness of Added Damage: 85–150%.

Requires Level 28

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.

  • Base duration is 2.5 seconds
  • Aftershock deals 15% more Damage with Hits per 0.1 seconds Duration
  • Aftershock deals 6% more Damage with Ailments per 0.1 seconds Duration
  • Aftershock has 2% more Area of Effect per 0.1 seconds Duration

Additional Effects From Quality: Base duration is (0–0.5) seconds
Ice Crash of Cadence Ice Crash of Cadence

Attack, AoE, Cold, Slam, Melee. Level: 1–20. Attack Speed: 90% of base. Attack Damage: 170–250% of base. Effectiveness of Added Damage: 170–250%.

Requires Level 28

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.

  • 100% of Physical Damage Converted to Cold Damage
  • 50% more Damage with Main Hand Weapon
  • Main Hand Base radius is 1.1 metres
  • Off Hand Base radius is 3.1 metres

Additional Effects From Quality: Gain (0–15)% of Physical Damage as Extra Cold Damage
Rage Vortex of Berserking Rage Vortex of Berserking

Attack, AoE, Melee. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 40–62% of base. Effectiveness of Added Damage: 40–62%.

Requires Level 28

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.

  • Base radius is 2.2 metres
  • Ragestorm Hits 250% more Frequently
  • Maximum 1 Ragestorm
  • Lose 3 Rage per second
  • Each second, 20% more Rage loss Rate

Additional Effects From Quality: Base radius is (0–0.2) metres
Tectonic Slam of Cataclysm Tectonic Slam of Cataclysm

Fire, Attack, AoE, Slam, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 160–240% of base. Effectiveness of Added Damage: 160–240%. Length Radius: 15. Width Radius: 7.

Requires Level 28

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.

  • 60% of Physical Damage Converted to Fire Damage
  • 15% more Damage per Endurance Charge removed
  • 10% more Area of Effect per Endurance Charge removed
  • 10% fissure branching chance per Endurance Charge removed

Additional Effects From Quality: +(0–5)% more Damage per Endurance Charge removed
Frozen Legion of RallyingFrozen Sweep Frozen Legion of RallyingFrozen Sweep

Spell, Cold, Attack, AoE, Melee. Level: 1–20. Cooldown Time: 0.30 sec (5 Times). Cast Time: 0.70 sec.

Requires Level 34

This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines. This attack is used by your Statues to deal damage in an area around them while stepping forward. This skill cannot repeat and can only be used by Statues from Frozen Legion.

  • Consumes one Cooldown Use per Statue Summoned
  • 100% of Physical Damage Converted to Cold Damage
  • You cannot use this Skill yourself, your Statues will use this Skill for you

Additional Effects From Quality: (0–20)% increased Cooldown Recovery Rate
Summon Flame Golem of Hordes Summon Flame Golem of Hordes

Fire, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Flame Golem. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Summon Flame Golem of the Meteor Summon Flame Golem of the Meteor

Fire, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Flame Golem. When summoned, the Flame Golem attacks by falling from the sky, dealing fire damage in an area and leaving burning ground around the impact. After landing, it can cast a fire spray and a wave of fire damage.

  • (0–10)% increased Character Size
  • Maximum 1 Summoned Golem

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Summon Stone Golem of Hordes Summon Stone Golem of Hordes

Minion, Spell, Golem, Physical. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Summon Stone Golem of Safeguarding Summon Stone Golem of Safeguarding

Minion, Spell, Golem, Physical. Level: 1–20. Cooldown Time: 15.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Stone Golem that takes a portion of the melee damage you recieve from enemy hits from its life before yours. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.

  • (0–10)% increased Character Size
  • Maximum 1 Summoned Golem
  • Minions have 50% less Maximum Life
  • Golems grant 10% of Melee Damage is taken from your Stone Golems' Life before you

Additional Effects From Quality: (0–20)% increased Buff Effect
Burning Arrow of Vigour Burning Arrow of Vigour

Attack, Projectile, Fire, Bow. Level: 1–20. Attack Speed: 70% of base.

Requires Level 1

Fires a burning arrow that deals fire damage and has a chance to ignite.

  • Deals Added Fire Damage equal to (15–24)% of Maximum Life
  • 100% of Physical Damage Converted to Fire Damage
  • 25% chance to Ignite enemies

Additional Effects From Quality: (0–20)% more Damage with Ignite
Double Strike of Impaling Double Strike of Impaling

Attack, Melee, Strike, Physical. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 91–140% of base. Effectiveness of Added Damage: 91–140%.

Requires Level 1

Performs two fast strikes with a melee weapon.

  • 40% chance to Impale Enemies on Hit
  • Killing Blows cause Impales on Enemies to Reflect Damage to surrounding Enemies

Additional Effects From Quality: (0–40)% increased Impale Effect
Double Strike of Momentum Double Strike of Momentum

Attack, Melee, Strike. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 60–95% of base. Effectiveness of Added Damage: 60–95%.

Requires Level 1

Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.

  • 10% more Attack Speed for each Stage
  • Gain a Stage at the start of each pair of swings
  • Maximum 10 Stages

Additional Effects From Quality: (0–4)% more Attack Speed for each Stage
Dual Strike of Ambidexterity Dual Strike of Ambidexterity

Attack, Melee, Strike. Level: 1–20. Attack Speed: 70% of base. Attack Damage: 125–244% of base. Effectiveness of Added Damage: 125–244%.

Requires Level 1

Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.

  • 50% more Damage with Main Hand Weapon
  • Uses Off Hand Weapon Attack Time

Additional Effects From Quality: (0–20)% more Damage with Main Hand Weapon
Ethereal Knives of Lingering Blades Ethereal Knives of Lingering Blades

Spell, Projectile, Physical, Duration. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 220%.

Requires Level 1

Fires an arc of knives in front of the caster which deal physical damage. Cannot be supported by Volley.

  • Deals (7–949) to (10–1423) Physical Damage
  • Base duration is 6 seconds
  • Fires (6–8) Projectiles
  • Each Projectile fired remains in the ground as a Lingering Blade
  • Maximum 40 Lingering Blades can be left in the ground at a time

Additional Effects From Quality: Fires +(0–2) Projectiles
Ethereal Knives of the Massacre Ethereal Knives of the Massacre

Spell, Projectile, Physical. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 220%.

Requires Level 1

Fires a circle of knives around the caster which deal physical damage.

  • Deals (7–949) to (10–1423) Physical Damage
  • Fires (12–16) Projectiles
  • Fires Projectiles in a circle

Additional Effects From Quality: Fires +(0–3) Projectiles
Frost Blades of Katabasis Frost Blades of Katabasis

Attack, Melee, Strike, Cold, AoE, Duration. Level: 1–20. Effectiveness of Added Damage: 110–225%.

Requires Level 1

Attack enemies with greatly increased range, creating a chilling area that deals cold damage over time if it hits. Requires a Melee Weapon.

  • Base duration is 3 seconds
  • Deals (8–2787) Base Cold Damage per second
  • (-2432–-7) to (-3648–-10) Added Cold Damage
  • This Skill's Area of Effect cannot be modified
  • 60% of Physical Damage Converted to Cold Damage
  • +5 metres to Melee Strike Range

Additional Effects From Quality: +(0–1) metre to Melee Strike Range
Caustic Arrow of Poison Caustic Arrow of Poison

Attack, Projectile, AoE, Chaos, Bow. Level: 1–20. Effectiveness of Added Damage: 55–70%. Radius: 20.

Requires Level 1

Fires a poisonous arrow which deals chaos damage in an area on impact.

  • (3–113) to (5–169) Added Chaos Damage
  • 60% of Physical Damage Converted to Chaos Damage
  • +(0–0.6) metres to radius
  • 40% chance to Poison on Hit

Additional Effects From Quality: +(0–0.2) metres to radius
Galvanic Arrow of Energy Galvanic Arrow of Energy

Lightning, Attack, AoE, Bow. Level: 1–20. Effectiveness of Added Damage: 175–210%. AoE Radius: 28.

Requires Level 1

Create a burst of lightning from your Bow, firing no arrows but damaging enemies in a cone in front of you.

  • 50% of Physical Damage Converted to Lightning Damage
  • (1–9) to (5–179) Added Lightning Damage
  • +0.8 metres to radius

Additional Effects From Quality: +(0–0.4) metres to radius
Galvanic Arrow of Surging Galvanic Arrow of Surging

Lightning, Attack, Projectile, AoE, Bow. Level: 1–20. Effectiveness of Added Damage: 80–99%. AoE Radius: 28.

Requires Level 1

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

  • 50% of Physical Damage Converted to Lightning Damage
  • (1–9) to (5–179) Added Lightning Damage
  • Fires 3 Arrows

Additional Effects From Quality: (0–40)% increased Projectile Speed
Explosive Trap of Shrapnel Explosive Trap of Shrapnel

Trap, Spell, AoE, Fire, Physical. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 120%. AoE Radius: 12/7.

Requires Level 1

Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.

  • Deals (5–568) to (7–851) Physical Damage
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • 50% of Physical Damage Converted to Fire Damage
  • Base explosion radius is 1.2 metres
  • Base secondary radius is 3 metres
  • Base smaller explosion radius is 1.3 metres
  • Causes (3–7) smaller explosions
  • Causes smaller explosions
  • Smaller explosions have between 30% reduced and 30% increased base radius at random

Additional Effects From Quality: Causes (0–2) smaller explosions
Explosive Trap of Magnitude Explosive Trap of Magnitude

Trap, Spell, AoE, Physical. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 330%. AoE Radius: 12/7.

Requires Level 1

Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.

  • Deals (13–1478) to (19–2216) Physical Damage
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • 50% increased Stun Duration on enemies
  • Base explosion radius is 1.8 metres
  • 30% less Trap Throwing Speed

Additional Effects From Quality: Base radius is (0–0.3) metres
Split Arrow of Splitting Split Arrow of Splitting

Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 110–160%.

Requires Level 1

Fires an arrow that splits to hit different targets.

  • Projectiles Split towards (3–6) targets
  • Modifiers to number of Projectiles instead apply to
  • the number of targets Projectile Splits towards
  • Projectiles can Split without hitting a target

Additional Effects From Quality: Projectiles Split towards (0–2) targets
Splitting Steel of Ammunition Splitting Steel of Ammunition

Attack, Projectile, AoE, Physical. Level: 1–20. Effectiveness of Added Damage: 70–210%.

Requires Level 1

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.

  • (1–101) to (2–151) Added Attack Physical Damage
  • Projectiles Split towards 2 targets
  • Modifiers to number of Projectiles instead apply to
  • the number of targets Projectile Splits towards
  • If you have no Steel Shards, Projectile counts as already having Split
  • Base radius is 1.2 metres
  • 60% chance to Impale Enemies on Hit
  • Projectiles can Split without hitting a target
  • Consumes up to 2 Steel Shards

Additional Effects From Quality: (0–40)% increased Impale Effect
Spectral Throw of Materialising Spectral Throw of Materialising

Attack, Projectile. Level: 1–20. Attack Speed: 110% of base. Attack Damage: 160–240% of base. Effectiveness of Added Damage: 160–240%.

Requires Level 1

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.

  • 30% reduced Projectile Deceleration

Additional Effects From Quality: Projectiles that have Pierced deal (0–10)% more Damage
Viper Strike of the Mamba Viper Strike of the Mamba

Attack, Duration, Melee, Strike, Chaos. Level: 1–20. Effectiveness of Added Damage: 90–154%.

Requires Level 1

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.

  • Base duration is 2 seconds
  • (5–169) to (7–254) Added Chaos Damage
  • 60% of Physical Damage Converted to Chaos Damage
  • 60% chance to Poison on Hit
  • 200% more Damage with Poison
  • Cannot inflict Poison on Poisoned Enemies

Additional Effects From Quality: +(0–40)% more Damage with Poison
Animate Weapon of Self Reflection Animate Weapon of Self Reflection

Duration, Minion, Spell. Level: 1–20. Cast Time: 0.60 sec.

Requires Level 4

Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.

  • to maximum number of Animated Weapons
  • Base duration is 15 seconds
  • Can use Items requiring up to Level (9–100)
  • Minions deal (0–38)% more Damage
  • Maximum 5 Animated Weapons
  • Minions have (0–38)% more Attack Speed

Additional Effects From Quality: Maximum (0–1) Animated Weapon
Animate Weapon of Ranged Arms Animate Weapon of Ranged Arms

Duration, Minion, Spell, Physical. Level: 1–20. Cast Time: 0.75 sec.

Requires Level 4

Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.

  • to maximum number of Animated Weapons
  • Base duration is 40 seconds
  • Can use Items requiring up to Level (9–100)
  • Animated Lingering Blades become Bows
  • Minions' Attacks deal (5–126) to (8–184) additional Physical Damage
  • Animated Lingering Blades deal (1–17) to (2–80) Added Attack Physical Damage
  • Minions deal (0–38)% more Damage
  • Maximum (5–14) Animated Weapons
  • Minions have (0–38)% more Attack Speed

Additional Effects From Quality: Maximum (0–2) Animated Weapons
Bear Trap of Skewers Bear Trap of Skewers

Trap, Spell, Duration, Physical. Level: 1–20. Cooldown Time: 4.00 sec (3 Times). Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 150%.

Requires Level 4

Throws a trap that damages and impales a single enemy, and immobilises them for a duration based on how much damage was dealt. Modifiers to spell damage do not affect this skill's damage.

  • Deals (8–711) to (11–995) Physical Damage
  • Traps do not Trigger at the end of their Duration
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Locks enemy in place
  • Killing Blows cause Impales on Enemies to Reflect Damage to surrounding Enemies
  • (100–195)% increased Impale Effect
  • Impale Enemies on Hit

Additional Effects From Quality: (0–80)% increased Impale Effect
Detonate Dead of Scavenging Detonate Dead of Scavenging

Spell, AoE, Fire. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Radius: 22.

Requires Level 4

Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.

  • Explosion deals base Fire Damage equal to (20–29.5)% of the corpse's Maximum Life
  • 60% less Damage with Ailments
  • Base radius is 2.8 metres

Additional Effects From Quality: Explosion deals base Fire Damage equal to (0–5)% of the corpse's Maximum Life
Detonate Dead of Chain Reaction Detonate Dead of Chain Reaction

Spell, AoE, Fire. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Radius: 22.

Requires Level 4

Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses.

  • Deals (9–469) to (13–704) Fire Damage
  • Explosion deals base Fire Damage equal to (4–5)% of the corpse's Maximum Life
  • Base radius is 2 metres

Additional Effects From Quality: Base radius is (0–0.2) metres
Shrapnel Ballista of Steel Shrapnel Ballista of Steel

Attack, Projectile, Totem, Physical, Bow. Level: 1–20. Attack Speed: 40% of base. Attack Damage: 49–57% of base. Effectiveness of Added Damage: 49–57%.

Requires Level 4

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.

  • Totem lasts 8 seconds
  • +(2–3) to maximum number of Summoned Ballista Totems
  • (2–56) to (3–85) Added Attack Physical Damage
  • Fires 3 Arrows
  • Summons a Ballista Totem which uses this Skill
  • 40% chance to Impale Enemies on Hit
  • If you have no Steel Shards, only Fires 1 Projectile
  • Totem Attacks consume up to 1 of your Steel Shards

Additional Effects From Quality: (0–40)% increased Projectile Speed
Blink Arrow of Bombarding Clones Blink Arrow of Bombarding Clones

Attack, Minion, Duration, Movement, Travel, Bow. Level: 1–20. Cooldown Time: 3.00 sec.

Requires Level 10

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.

  • Base duration is 20 seconds
  • Maximum of 3 Clones that fire Arrows upwards
  • Minions deal (0–57)% more Damage

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Blink Arrow of Prismatic Clones Blink Arrow of Prismatic Clones

Attack, Minion, Duration, Movement, Travel, Prismatic, Bow. Level: 1–20. Cooldown Time: 3.00 sec.

Requires Level 10

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.

  • Base duration is 20 seconds
  • Maximum of 3 Clones that fire Elemental Arrows
  • Minions deal (0–57)% more Damage

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Flicker Strike of Power Flicker Strike of Power

Critical, Attack, Melee, Strike, Movement, Duration. Level: 1–20. Cooldown Time: 2.00 sec. Attack Speed: 120% of base. Attack Damage: 142–210% of base. Effectiveness of Added Damage: 142–210%.

Requires Level 10

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.

  • Base duration is 3 seconds
  • 30% chance to gain a Power Charge on Critical Strike
  • 30% increased Critical Strike Chance per Power Charge
  • Buff grants 20% increased Movement Speed

Additional Effects From Quality: (0–20)% chance to gain a Power Charge on Critical Strike
Mirror Arrow of Bombarding Clones Mirror Arrow of Bombarding Clones

Attack, Minion, Duration, Movement, Travel, Bow. Level: 1–20. Cooldown Time: 3.00 sec.

Requires Level 10

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.

  • Base duration is 20 seconds
  • Maximum of 3 Clones that fire Arrows upwards
  • Minions deal (0–57)% more Damage

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Mirror Arrow of Prismatic Clones Mirror Arrow of Prismatic Clones

Attack, Minion, Duration, Movement, Travel, Prismatic, Bow. Level: 1–20. Cooldown Time: 3.00 sec.

Requires Level 10

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.

  • Base duration is 20 seconds
  • Maximum of 3 Clones that fire Elemental Arrows
  • Minions deal (0–57)% more Damage

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Barrage of Volley Fire Barrage of Volley Fire

Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 50–60%.

Requires Level 12

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.

  • Fires 4 Projectiles
  • Fires Projectiles sequentially
  • The first and final shots of the sequence fire 6 additional Projectiles simultaneously

Additional Effects From Quality: The first and final shots of the sequence fire (0–4) additional Projectiles simultaneously
Blade Trap of Greatswords Blade Trap of Greatswords

Trap, Attack, AoE, Duration. Level: 1–20. Cooldown Time: 8.00 sec (3 Times). Effectiveness of Added Damage: 100–140%.

Requires Level 12

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

  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Base duration is 3.5 seconds
  • Base radius is 2.2 metres

Additional Effects From Quality: Base duration is (0–0.5) seconds
Blade Trap of Laceration Blade Trap of Laceration

Trap, Attack, AoE, Physical. Level: 1–20. Effectiveness of Added Damage: 140–180%.

Requires Level 12

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.

  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Rotates 1 times
  • Rotates times
  • Base radius is 1.6 metres
  • (40–59)% more Damage with Bleeding
  • 25% chance to cause Bleeding

Additional Effects From Quality: +(0–20)% more Damage with Bleeding
Blade Vortex of the Scythe Blade Vortex of the Scythe

Spell, AoE, Duration, Physical. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%. Radius: 14.

Requires Level 12

This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.

  • Deals (17–722) to (26–1083) Physical Damage
  • Base duration is 0.6 seconds
  • +(1–1.9) metre to radius

Additional Effects From Quality: Base duration is (0–0.2) seconds
Fire Trap of Blasting Fire Trap of Blasting

Trap, Spell, Duration, AoE, Fire. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%. Radius: 15.

Requires Level 12

Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies.

  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Deals (4–366) to (6–549) Fire Damage
  • +(0–0.8) metres to radius
  • 50% Chance for Trap to Trigger an additional time
  • (9–881) to (14–1316) added Fire Damage against Burning Enemies

Additional Effects From Quality: (0–80)% increased Trap Trigger Area of Effect
Lacerate of Butchering Lacerate of Butchering

Attack, AoE, Melee. Level: 1–20. Attack Speed: 40% of base. Attack Damage: 200–310% of base. Effectiveness of Added Damage: 200–310%.

Requires Level 12

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.

  • +(0.4–2.3) metres to radius
  • 50% increased angle while in Sand Stance
  • % increased angle

Additional Effects From Quality: +(0–0.5) metres to radius
Lacerate of Haemorrhage Lacerate of Haemorrhage

Attack, AoE, Physical, Melee. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 80–120% of base. Effectiveness of Added Damage: 80–120%.

Requires Level 12

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.

  • (75–132)% more Damage with Bleeding
  • 25% chance to cause Bleeding
  • Adds (8–117) to (13–176) Physical Damage against Bleeding Enemies

Additional Effects From Quality: +(0–40)% more Damage with Bleeding
Lightning Arrow of Electrocution Lightning Arrow of Electrocution

Attack, Projectile, Lightning, Bow. Level: 1–20. Effectiveness of Added Damage: 65–75%. AoE Radius: 18.

Requires Level 12

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.

  • 50% of Physical Damage Converted to Lightning Damage
  • (1–9) to (13–179) Added Lightning Damage
  • Arrows deal Damage final target 3 additional times after sticking in
  • Lightning bolts strike every 0.5 seconds
  • 10 Maximum Lightning Arrows stuck in an Enemy

Additional Effects From Quality: Arrows deal Damage final target (0–1) additional time after sticking in
Lightning Strike of Arcing Lightning Strike of Arcing

Attack, Projectile, Melee, Strike, Lightning, Chaining. Level: 1–20. Effectiveness of Added Damage: 110–200%.

Requires Level 12

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.

  • 50% of Physical Damage Converted to Lightning Damage
  • (1–9) to (13–179) Added Lightning Damage
  • Chains +(4–7) Times
  • 10% more Damage for each time this Skill has Chained

Additional Effects From Quality: Chains +(0–2) Times
Rain of Arrows of Artillery Rain of Arrows of Artillery

Attack, AoE, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 36–45%. Radius: 24.

Requires Level 12

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.

  • Fires (18–22) Arrows

Additional Effects From Quality: Fires +(0–4) Arrows
Rain of Arrows of Saturation Rain of Arrows of Saturation

Attack, AoE, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 25–35%. Radius: 24.

Requires Level 12

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.

  • Fires (27–33) Arrows

Additional Effects From Quality: Fires +(0–8) Arrows
Reave of Refraction Reave of Refraction

Attack, AoE, Melee. Level: 1–20. Effectiveness of Added Damage: 170–250%. Radius: 14.

Requires Level 12

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.

  • 4 Maximum Stages
  • +(0–0.2) metres to radius
  • 50% more Area of Effect for each stage
  • Converts 100% of Physical Damage to a random Element

Additional Effects From Quality: +(0–2) to maximum Stages
Shattering Steel of Ammunition Shattering Steel of Ammunition

Attack, Projectile, AoE, Physical, Duration. Level: 1–20. Attack Speed: 85% of base. Attack Damage: 100–159% of base. Effectiveness of Added Damage: 100–159%. AoE Radius: 28.

Requires Level 12

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.

  • Base duration is 6 seconds
  • (5–123) to (7–185) Added Attack Physical Damage
  • Fires 3 Projectiles
  • Gain a Steel Ward if you have at least 2 Steel Shards, up to a maximum of 6
  • Each Steel Ward grants +8% Chance to Block Projectile Attack Damage
  • 40% chance to Impale Enemies on Hit
  • If you have no Steel Shards, only Fires 1 Projectile
  • Projectiles deal up to (50–110)% more Damage with Hits per Steel Shard consumed at the start of their movement, lowering this bonus as they travel farther
  • Consumes up to 2 Steel Shards

Additional Effects From Quality: (0–40)% increased Impale Effect
Siege Ballista of Splintering Siege Ballista of Splintering

Attack, Projectile, Totem, Bow. Level: 1–20. Attack Speed: 50% of base. Attack Damage: 90–130% of base. Effectiveness of Added Damage: 90–130%.

Requires Level 12

Summons a ballista totem that attacks with forking arrows.
Requires a Bow.

  • +(2–3) to maximum number of Summoned Totems
  • Totem lasts 8 seconds
  • Projectiles can Fork 1 additional Time
  • Projectiles Fork
  • Summons a Ballista Totem which uses this Skill

Additional Effects From Quality: Projectiles have (0–40)% chance for an additional Projectile when Forking
Toxic Rain of Sporeburst Toxic Rain of Sporeburst

Attack, AoE, Chaos, Duration, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 60–85%. AoE Radius: 18.

Requires Level 12

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.

  • Base duration is 1 seconds
  • (8–113) to (12–169) Added Chaos Damage
  • Fires 5 Arrows
  • 60% of Physical Damage Converted to Chaos Damage
  • 40% chance to Poison on Hit
  • Each Spore Pod applies 5% less Movement Speed to nearby Enemies, to a maximum of 30%

Additional Effects From Quality: Fires +(0–2) Arrows
Toxic Rain of Withering Toxic Rain of Withering

Attack, AoE, Chaos, Duration, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 50–73%. AoE Radius: 18.

Requires Level 12

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.

  • Deals (8–238) Base Chaos Damage per second
  • Base duration is 0.4 seconds
  • Fires 5 Arrows
  • 60% of Physical Damage Converted to Chaos Damage
  • Modifiers to Projectile Damage apply to this Skill's Damage Over Time effect
  • Each Spore Pod inflicts 1 Withered Debuff on nearby Enemies

Additional Effects From Quality: Base duration is (0–0.1) seconds
Volatile Dead of Confinement Volatile Dead of Confinement

Spell, AoE, Fire, Duration. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 210%. AoE Radius: 15.

Requires Level 12

Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.

  • Base duration is 1.5 seconds
  • Deals (25–938) to (37–1407) Fire Damage
  • Consumes up to 3 corpses
  • Explosion deals base Fire Damage equal to (3–4)% of the corpse's Maximum Life
  • Base radius is 2.8 metres
  • Base explosion radius is 1.5 metres
  • Maximum of 60 Orbs at a time

Additional Effects From Quality: Base radius is (0–0.3) metres
Volatile Dead of Seething Volatile Dead of Seething

Spell, AoE, Fire. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 170%. AoE Radius: 15.

Requires Level 12

Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.

  • Deals (20–753) to (30–1129) Fire Damage
  • Consumes up to 10 corpses
  • Explosion deals base Fire Damage equal to (3–4)% of the corpse's Maximum Life
  • Base radius is 2 metres
  • Base explosion radius is 1.5 metres
  • Maximum of 10 Orbs at a time

Additional Effects From Quality: (0–40)% increased Orb Movement Speed
Blade Blast of Unloading Blade Blast of Unloading

Spell, AoE, Physical, Nova. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 250%.

Requires Level 16

Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.

  • Deals (40–1107) to (60–1661) Physical Damage
  • Base radius is 1.4 metres
  • 100% more Area of Effect per Blade Vortex blade detonated

Additional Effects From Quality: Base radius is (0–0.1) metres
Blade Blast of Dagger Detonation Blade Blast of Dagger Detonation

Spell, AoE, Physical, Nova. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%.

Requires Level 16

Deals spell damage in an area around you. Your equipped daggers add to this damage.

  • Deals (11–309) to (17–464) Physical Damage
  • Deals Added Spell Damage equal to (200–580)% of Damage of Equipped Dagger
  • If two Daggers are Equipped, each contributes half as much Added Damage
  • Base radius is 2.6 metres

Additional Effects From Quality: Base radius is (0–0.3) metres
Frenzy of Onslaught Frenzy of Onslaught

Attack, Projectile, Melee, Strike, Bow. Level: 1–20. Effectiveness of Added Damage: 115–135%.

Requires Level 16

Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.

  • 5% more Attack Damage per Frenzy Charge
  • 5% more Attack Speed per Frenzy Charge
  • Consume all Frenzy Charges when you Hit an enemy while at maximum Frenzy Charges to gain Onslaught for 1 second per Charge consumed

Additional Effects From Quality: (0–2)% more Attack Damage per Frenzy Charge
(0–2)% more Attack Speed per Frenzy Charge
Bladefall of Volleys Bladefall of Volleys

Critical, Spell, AoE, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. AoE Length: 12. AoE Radius: 44+6/stage.

Requires Level 28

Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.

  • Deals (33–446) to (49–669) Physical Damage
  • 6 Volleys
  • 10% more Damage per Volley
  • 25% increased Critical Strike Chance per Volley

Additional Effects From Quality: 1 Volley
Bladefall of Impaling Bladefall of Impaling

Critical, Spell, AoE, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 10.00%. Effectiveness of Added Damage: 140%. AoE Length: 12. AoE Radius: 44+6/stage.

Requires Level 28

Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.

  • Deals (43–595) to (65–893) Physical Damage
  • 5 Volleys
  • Critical Strikes do not deal extra Damage
  • (50–107)% increased Impale Effect
  • Critical Strikes Impale Enemies on Hit

Additional Effects From Quality: (0–40)% increased Impale Effect
Blade Flurry of Incision Blade Flurry of Incision

Critical, Attack, AoE, Channelling, Physical, Melee. Level: 1–20. Attack Speed: 160% of base. Attack Damage: 32–49% of base. Effectiveness of Added Damage: 32–49%.

Requires Level 28

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.

  • (14–75) to (20–113) Added Attack Physical Damage
  • 25% more Critical Strike Chance for each Stage
  • Maximum 6 Stages

Additional Effects From Quality: (0–5)% more Critical Strike Chance for each Stage
Cremation of Exhuming Cremation of Exhuming

Spell, AoE, Fire, Duration, Projectile, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. AoE Radius: 15.

Requires Level 28

A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.

  • Fires Projectiles every 1 seconds
  • Base duration is 8 seconds
  • Deals (49–434) to (74–651) Fire Damage
  • Fires 4 Projectiles
  • Maximum of 1 Geysers at a time
  • Explosion deals base Fire Damage equal to (5–6)% of the corpse's Maximum Life
  • +(0–0.3) metres to radius
  • Explode a nearby Corpse when Firing Projectiles

Additional Effects From Quality: Fires Projectiles (0–10)% faster
Cremation of the Volcano Cremation of the Volcano

Spell, AoE, Fire, Duration, Projectile, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 70%. AoE Radius: 15.

Requires Level 28

Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.

  • Fires Projectiles every 1 seconds
  • Base duration is 2.5 seconds
  • Deals (34–303) to (52–454) Fire Damage
  • Fires 4 Projectiles
  • Maximum of 6 Geysers at a time

Additional Effects From Quality: Fires Projectiles (0–10)% faster
Cyclone of Tumult Cyclone of Tumult

Attack, AoE, Movement, Channelling, Physical, Melee. Level: 1–20. Attack Speed: 160% of base. Attack Damage: 44–59% of base. Effectiveness of Added Damage: 44–59%. Radius: 16.

Requires Level 28

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.

  • (5–28) to (8–42) Added Attack Physical Damage
  • 10% increased Area of Effect per 0.1 metre additional Melee Strike Range
  • Gains 1 Stage every 0.5 seconds while Channelling
  • Maximum 6 Stages
  • Lose 1 Stage every 0.5 seconds while not Channelling
  • +0.1 metres to radius per Stage
  • 20% more Attack Speed per Stage
  • 10% less Movement Speed per Stage

Additional Effects From Quality: (0–5)% more Attack Speed per Stage
Explosive Concoction of Destruction Explosive Concoction of Destruction

Critical, Attack, AoE, Fire, Cold, Lightning, Projectile. Level: 1–20. Attack Speed: 115% of base.

Requires Level 28

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.

  • (77–799) to (115–1199) Added Fire Damage
  • +8% to Critical Strike Chance
  • Base radius is 1.8 metres
  • Deals (30–310) to (45–469) Added Cold Damage if Charges were consumed from a Sapphire Flask
  • Can consume Charges from Ruby, Sapphire, and Topaz Flasks
  • Consumes 1 Charge per Projectile Fired from 1 Flask of each valid type, if possible
  • Deals (7–70) to (69–719) Added Lightning Damage if Charges were consumed from a Topaz Flask
  • +(60–98)% to Critical Strike Multiplier if Charges were consumed from a Ruby Flask

Additional Effects From Quality: (0–15)% reduced Flask Charges used
Ice Trap of Hollowness Ice Trap of Hollowness

Trap, Spell, AoE, Cold. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 340%. AoE Radius: 18/9/6.

Requires Level 28

Throws a trap that creates a series of icy runic explosions in a circle around itself when triggered, dealing cold damage to all enemies caught in the blasts.

  • Deals (105–1531) to (158–2297) Cold Damage
  • Trap lasts 2 seconds
  • Trap lasts seconds
  • Base radius is 1.8 metres
  • Base secondary radius is 1.2 metres

Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
Lancing Steel of Spraying Lancing Steel of Spraying

Attack, Projectile, Physical. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 160–220% of base. Effectiveness of Added Damage: 160–220%.

Requires Level 28

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.

  • Projectiles Pierce all Targets
  • (20–113) to (30–169) Added Attack Physical Damage
  • Fires (6–10) Projectiles
  • Hits after the first on each Enemy deal 90% less Damage

Additional Effects From Quality: Fires +(0–2) Projectiles
Seismic Trap of Swells Seismic Trap of Swells

Trap, Spell, AoE, Physical. Level: 1–20. Cooldown Time: 0.75 sec (6 Times). Cast Time: 1.00 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 240%. AoE Radius: 12.

Requires Level 28

Throws a trap which, once triggered, releases a number of waves. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.

  • Deals (81–1060) to (121–1589) Physical Damage
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Releases 3 waves
  • Releases waves

Additional Effects From Quality: Releases (0–1) waves
Scourge Arrow of Menace Scourge Arrow of Menace

Attack, Projectile, Chaos, Bow. Level: 1–20. Attack Speed: 80% of base. Attack Damage: 90–125% of base. Effectiveness of Added Damage: 90–125%.

Requires Level 28

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.

  • Arrows Pierce all Targets
  • (20–113) to (30–169) Added Chaos Damage
  • 60% of Physical Damage Converted to Chaos Damage
  • Each Arrow leaves 1 Spore Pod
  • Each Spore Pod fires 5 Thorn Arrows
  • Thorn Arrows deal 50% less Damage
  • Each Spore Pod fires Thorn Arrows

Additional Effects From Quality: Each Spore Pod fires (0–1) Thorn Arrows
Storm Rain of the Conduit Storm Rain of the Conduit

Attack, AoE, Lightning, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 65–90%.

Requires Level 28

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.

  • 50% of Physical Damage Converted to Lightning Damage
  • Arrows fire Beams every (0.41–0.5) seconds
  • Maximum 10 Arrows in the ground
  • Each Arrow can fire 4 Beams
  • Each Arrow can fire Beams

Additional Effects From Quality: Each Arrow can fire (0–1) Beam
Storm Rain of the Fence Storm Rain of the Fence

Attack, AoE, Lightning, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 110–170%.

Requires Level 28

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.

  • 50% of Physical Damage Converted to Lightning Damage
  • Arrows fire Beams every 0.2 seconds
  • Modifiers to number of Projectiles do not apply to this Skill
  • 50% reduced Enemy Stun Threshold
  • Maximum 2 Arrows in the ground
  • Each Arrow can fire 14 Beams
  • Each Arrow can fire Beams

Additional Effects From Quality: Each Arrow can fire (0–2) Beams
Spectral Shield Throw of Shattering Spectral Shield Throw of Shattering

Attack, Projectile, Cold. Level: 1–20. Attack Time: 0.75 sec. Critical Strike Chance: 5.00%.

Requires Level 28

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.

  • Shard Projectiles Deal 25% less Damage
  • (57–248) to (86–372) Base Off Hand Cold Damage
  • (4–7) to (5–9) Added Cold Damage per 15 Evasion Rating on Shield
  • Fires 3 additional Projectiles

Additional Effects From Quality: (0–20)% more Projectile Speed
Tornado Shot of Cloudburst Tornado Shot of Cloudburst

Attack, Projectile, Bow. Level: 1–20. Effectiveness of Added Damage: 175–210%.

Requires Level 28

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.

  • Fires 9 Arrows
  • Fires Projectiles in a circle
  • Fires a Payload Arrow into the air
  • Projectiles Fire from where the Payload Arrow lands

Additional Effects From Quality: Fires +(0–4) Arrows
Wild Strike of Extremes Wild Strike of Extremes

Attack, Melee, Strike, Lightning, Cold, Fire, Projectile, AoE, Chaining, Prismatic. Level: 1–20. Effectiveness of Added Damage: 130–240%. AoE Radius: 24.

Requires Level 28

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.

  • Projectiles Pierce all Targets
  • Beams Chain (4–7) Times
  • Fires 3 Projectiles
  • (0–19)% increased Area of Effect
  • 100% of Physical Damage Converted to Fire, Cold or Lightning Damage
  • Hits treat Enemy Monster Elemental Resistance values as inverted

Additional Effects From Quality: (0–20)% chance to Freeze, Shock and Ignite
Summon Ice Golem of Hordes Summon Ice Golem of Hordes

Cold, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Summon Ice Golem of Shattering Summon Ice Golem of Shattering

Cold, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.

  • (0–10)% increased Character Size
  • Maximum 1 Summoned Golem

Additional Effects From Quality: (0–40)% increased Cooldown Recovery Rate
Blight of Contagion Blight of Contagion

Spell, Chaos, AoE, Channelling, Duration. Level: 1–20. Cast Time: 0.25 sec.

Requires Level 1

Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion.

  • Deals (8.5–612.2) Base Chaos Damage per second
  • Base duration is 4 seconds
  • Base secondary duration is 1 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • +(0–0.6) metres to radius
  • 80% reduced Movement Speed
  • Debuff can have up to 5 layers of Damage

Additional Effects From Quality: Base duration is (0–1) seconds
Blight of Atrophy Blight of Atrophy

Spell, Chaos, AoE, Channelling, Duration. Level: 1–20. Cast Time: 0.30 sec.

Requires Level 1

Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration.

  • Deals (3.9–284) Base Chaos Damage per second
  • Base duration is 1 seconds
  • Base secondary duration is 3 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • +(0–0.6) metres to radius
  • 80% reduced Movement Speed
  • Debuff can have up to 20 layers of Damage
  • 80% reduced Life Regeneration rate

Additional Effects From Quality: Base secondary duration is (0–1) seconds
Kinetic Bolt of Fragmentation Kinetic Bolt of Fragmentation

Attack, Projectile. Level: 1–20. Effectiveness of Added Damage: 65–85%.

Requires Level 1

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.

  • Increases and Reductions to Spell Damage also apply to Attack Damage from this Skill at 200% of their value
  • Increases and Reductions to Spell Damage also apply to Attack Damage from this Skill at % of their value
  • Projectile changes direction 2 times
  • Fires 2 additional Projectiles
  • Modifiers which would cause projectiles to Fork instead cause them to change direction additional times

Additional Effects From Quality: Increases and Reductions to Spell Damage also apply to Attack Damage from this Skill at (0–50)% of their value
Lightning Tendrils of Eccentricity Lightning Tendrils of Eccentricity

Critical, Spell, AoE, Lightning, Channelling. Level: 1–20. Cast Time: 0.23 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%. Radius: 22.

Requires Level 1

While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.

  • Deals (1–33) to (2–629) Lightning Damage
  • Releases a Stronger Pulse every 6 Pulses
  • Base radius is 2.4 metres
  • Stronger Pulses deal 500% more Damage with Hits and Ailments
  • Stronger Pulses have 150% more Area of Effect

Additional Effects From Quality: +(0–40)% to Critical Strike Multiplier
Lightning Tendrils of Escalation Lightning Tendrils of Escalation

Spell, AoE, Lightning, Channelling. Level: 1–20. Cast Time: 0.23 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 150%. Radius: 22.

Requires Level 1

While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.

  • Deals (1–86) to (6–1633) Lightning Damage
  • Base radius is 2.4 metres
  • Gains +1 metre to radius per second while Channelling, up to a maximum of +2 metres

Additional Effects From Quality: Base radius is (0–0.2) metres
Raise Zombie of Slamming Raise Zombie of Slamming

Spell, Minion. Level: 1–20. Cast Time: 0.85 sec.

Requires Level 1

Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike and an area of effect slam which cannot be evaded.

  • to maximum number of Raised Zombies
  • Maximum (3–6) Raised Zombies
  • Raised Zombies' Slam Attack has (0–76)% increased Area of Effect
  • Raised Zombies' Slam Attack has (0–76)% increased Cooldown Recovery Rate

Additional Effects From Quality: Maximum (0–1) Raised Zombie
Raise Zombie of Falling Raise Zombie of Falling

Spell, Minion. Level: 1–20. Cast Time: 0.75 sec.

Requires Level 1

Raises necromantic energies into the sky above a targeted location, where they coalese into a zombie minion. The minion then attacks by falling to the ground, causing an impact that deals damage in an area and kills the zombie.

  • to maximum number of Raised Zombies
  • Maximum 200 Raised Zombies
  • Does not require a corpse
  • Minions' Hits can't be Evaded

Additional Effects From Quality: Minions have (0–15)% chance to deal Double Damage
Purifying Flame of Revelations Purifying Flame of Revelations

Fire, Spell, AoE, Duration, Physical. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.50%. Effectiveness of Added Damage: 200%.

Requires Level 1

A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.

  • Deals (5–860) to (7–1291) Physical Damage
  • Base duration is 4 seconds
  • 50% of Physical Damage Converted to Fire Damage
  • +(0–0.2) metres to radius
  • +(0–0.6) metres to radius of Consecrated Ground
  • Shockwave deals 90% more Damage

Additional Effects From Quality: Shockwave deals (0–20)% more Damage
Spark of the Nova Spark of the Nova

Spell, Projectile, Duration, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 200%.

Requires Level 1

Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.

  • Deals (2–111) to (30–2113) Lightning Damage
  • Base duration is 2 seconds
  • Fires 4 Projectiles
  • Fires Projectiles in a circle

Additional Effects From Quality: Fires +(0–2) Projectiles
Spark of Unpredictability Spark of Unpredictability

Spell, Projectile, Duration, Lightning. Level: 1–20. Cast Time: 0.65 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%.

Requires Level 1

Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.

  • Deals (1–90) to (24–1705) Lightning Damage
  • Base duration is 2.5 seconds
  • Fires (3–6) Projectiles

Additional Effects From Quality: Fires +(0–2) Projectiles
Contagion of Subsiding Contagion of Subsiding

Spell, AoE, Duration, Chaos. Level: 1–20. Cast Time: 0.85 sec.

Requires Level 4

Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.

  • Deals (10.3–1279.2) Base Chaos Damage per second
  • Base duration is 5 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Base radius is 1.7 metres
  • Spreads when affected Enemy dies

Additional Effects From Quality: Base radius is (0–0.2) metres
Contagion of Transference Contagion of Transference

Spell, AoE, Duration, Chaos. Level: 1–20. Cast Time: 0.85 sec.

Requires Level 4

Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.

  • Deals (5.6–686.9) Base Chaos Damage per second
  • Base duration is 5 seconds
  • 100% chance to Spread when affected Enemy is Hit
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Base radius is 2 metres

Additional Effects From Quality: Base radius is (0–0.2) metres
Frost Bomb of Instability Frost Bomb of Instability

Spell, AoE, Duration, Cold. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%. AoE Radius: 24.

Requires Level 4

Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.

  • Deals (7–1178) to (11–1766) Cold Damage
  • Base duration is 1.5 seconds
  • Base radius is 2 metres

Additional Effects From Quality: Base radius is (0–0.2) metres
Frost Bomb of Forthcoming Frost Bomb of Forthcoming

Spell, AoE, Duration, Cold. Level: 1–20. Cooldown Time: 4.00 sec. Cast Time: 0.50 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 310%. AoE Radius: 24.

Requires Level 4

Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.

  • Deals (9–1391) to (13–2086) Cold Damage
  • Base duration is 2.5 seconds
  • Deals 10% more Damage with Hits per 0.1 seconds Duration
  • Deals 3% more Damage with Ailments per 0.1 seconds Duration
  • Base radius is 2.6 metres

Additional Effects From Quality: Base duration is (0–0.5) seconds
Frostblink of Wintry Blast Frostblink of Wintry Blast

Spell, Movement, Cold, Travel, AoE. Level: 1–20. Cast Time: 0.85 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 180%. AoE Radius: 20. Chilled Ground Radius: 16.

Requires Level 4

Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.

  • Deals (9–1144) to (14–1716) Cold Damage
  • +(0–0.3) metres to radius
  • Cannot inflict Chill
  • 15% more Damage with Hits per 5% Chill Effect on Enemy
  • Removes Chill after Damaging

Additional Effects From Quality: (0–4)% more Damage with Hits per 5% Chill Effect on Enemy
Summon Raging Spirit of Enormity Summon Raging Spirit of Enormity

Spell, Minion, Duration, Fire. Level: 1–20. Cast Time: 0.80 sec.

Requires Level 4

Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.

  • Maximum 6 Summoned Raging Spirits
  • Base duration is 5 seconds
  • Minions have (50–88)% more Maximum Life
  • Minions' Hits are always Critical Strikes
  • Minions cannot Taunt Enemies

Additional Effects From Quality: Minions have +(0–40)% to Critical Strike Multiplier
Bodyswap of Sacrifice Bodyswap of Sacrifice

Movement, Spell, AoE, Fire, Travel, Minion. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. AoE Radius: 10.

Requires Level 10

Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.

  • This Spell deals (3–210) to (5–315), plus 4% of your maximum Life, as base Fire Damage
  • Explosion deals base Fire Damage equal to (15–24)% of the Minion's maximum Life
  • +(0–0.2) metres to radius
  • 50% less Damage with Ailments
  • 200% more Area of Effect if Consuming a Minion

Additional Effects From Quality: Explosion deals base Fire Damage equal to (0–4)% of the Minion's maximum Life
Flame Dash of Return Flame Dash of Return

Spell, Movement, Duration, Fire. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%.

Requires Level 10

Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine.

  • Deals (9.4–834.1) Base Fire Damage per second
  • Base duration is 4 seconds
  • Repeats once
  • Deals (14–1201) to (20–1802) Fire Damage
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Reverses direction when Repeating

Additional Effects From Quality: (0–40)% increased maximum travel distance
Summon Skeletons of Archers Summon Skeletons of Archers

Spell, Minion, Duration. Level: 1–20. Cast Time: 0.50 sec.

Requires Level 10

Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration.

  • to maximum number of Skeletons
  • Maximum (5–7) Summoned Skeletons
  • Base duration is 20 seconds
  • Summons (2–3) Skeleton Archers

Additional Effects From Quality: Maximum (0–1) Summoned Skeleton
Summon Skeletons of Mages Summon Skeletons of Mages

Spell, Minion, Duration, Prismatic. Level: 1–20. Cast Time: 0.50 sec.

Requires Level 10

Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration.

  • to maximum number of Skeletons
  • Maximum (5–7) Summoned Skeletons
  • Base duration is 20 seconds
  • Summons (2–3) Skeleton Mages

Additional Effects From Quality: Maximum (0–1) Summoned Skeleton
Arc of Surging Arc of Surging

Spell, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 230%.

Requires Level 12

An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.

  • Deals (11–381) to (62–2159) Lightning Damage
  • Beam Splits towards (4–7) additional targets
  • Modifiers to the number of times to Chain instead apply
  • to the number of targets Beam Splits towards

Additional Effects From Quality: Beam Splits towards (0–2) additional targets
Arc of Oscillating Arc of Oscillating

Spell, Chaining, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%.

Requires Level 12

An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.

  • Deals (3–94) to (15–531) Lightning Damage
  • Chains +6 Times
  • 50% more Damage with Hits and Ailments for each remaining Chain

Additional Effects From Quality: Chains +(0–1) Times
Essence Drain of Desperation Essence Drain of Desperation

Spell, Projectile, Duration, Chaos, AoE. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 140%. AoE Radius: 8.

Requires Level 12

Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.

  • Deals (9–644) to (13–966) Chaos Damage
  • Deals (14–682) Base Chaos Damage per second
  • Base duration is 3.8 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Lose Life and Energy Shield equal to 0.2% of Debuff Damage

Additional Effects From Quality: Base duration is (0–0.4) seconds
Essence Drain of Wickedness Essence Drain of Wickedness

Spell, Projectile, Duration, Chaos, AoE. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 310%. AoE Radius: 8.

Requires Level 12

Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.

  • Deals (20–1409) to (30–2133) Chaos Damage
  • Projectiles Pierce all Targets
  • Deals (23.5–1129.3) Base Chaos Damage per second
  • Base duration is 1.9 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Regenerate 0.5% of Debuff Damage as Life

Additional Effects From Quality: Regenerate (0–0.5)% of Debuff Damage as Life
Scorching Ray of Immolation Scorching Ray of Immolation

Spell, Fire, Duration, Channelling. Level: 1–20. Cast Time: 0.18 sec.

Requires Level 12

Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.

  • Deals (32.4–1893.9) Base Fire Damage per second
  • Base duration is 3 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Burning Debuff can have a maximum of 8 stages
  • Additional Debuff stages add 10% of Damage
  • Additional Debuff stages add % of Damage

Additional Effects From Quality: Additional Debuff stages add (100–104)% of Damage
Flame Surge of Combusting Flame Surge of Combusting

Spell, AoE, Fire, Duration. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 280%. Radius: 30.

Requires Level 12

Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.

  • Base duration is 4 seconds
  • Deals (40–1249) to (59–1874) Fire Damage
  • 25% chance to Ignite enemies
  • +(0–9) to Area of Effect length
  • Igniting Enemies creates Burning Ground, no more than once per second
  • Burning Ground deals 25% of Fire Damage per second of inflicted Ignite

Additional Effects From Quality: Burning ground deals +(0–10)% of Fire Damage per second of inflicted Ignite
Icicle Mine of Fanning Icicle Mine of Fanning

Mine, Critical, Spell, Projectile, Cold, Aura, AoE. Level: 1–20. Reservation: 3–6 Mana. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 130%.

Requires Level 12

Throws a mine that fires projectiles at enemies when detonated. These projectiles quickly dissipate as they travel, before disappearing.

  • Deals (18–591) to (28–886) Cold Damage
  • Mine lasts 5 seconds
  • Base Mine Detonation Time is 0.3 seconds
  • Fires 3 Projectiles
  • Fires an additional Projectile for every 2 prior Mines in Detonation Sequence
  • Each Mine applies 10% increased Critical Strike Chance to Hits against Enemies near it, up to a maximum of 500%

Additional Effects From Quality: Fires +(0–2) Projectiles
Icicle Mine of Sabotage Icicle Mine of Sabotage

Mine, Critical, Spell, Projectile, Cold, Aura, AoE. Level: 1–20. Reservation: 15 Mana. Cast Time: 0.75 sec. Critical Strike Chance: 4.00%. Effectiveness of Added Damage: 90%.

Requires Level 12

Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing.

  • Deals (12–388) to (18–583) Cold Damage
  • Mine lasts 5 seconds
  • Base Mine Detonation Time is 0.3 seconds
  • Fires 5 Projectiles
  • Fires Projectiles in a circle
  • Fires an additional Projectile for every 2 prior Mines in Detonation Sequence
  • Each Mine applies 40% increased Critical Strike Chance to Hits against Enemies near it, up to a maximum of 500%

Additional Effects From Quality: (0–20)% increased effect of Aura
Ice Nova of Frostbolts Ice Nova of Frostbolts

Spell, AoE, Cold, Nova. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 130%. Radius: 30.

Requires Level 12

A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.

  • Deals (14–590) to (20–885) Cold Damage
  • 25% less Area of Effect when Cast on Frostbolt
  • Base radius is 2.6 metres
  • Deals 50% more Damage with Hits and Ailments when cast on Frostbolt
  • Can expand from up to 4 Frostbolt Projectiles

Additional Effects From Quality: Base radius is (0–0.3) metres
Ice Nova of Deep Freeze Ice Nova of Deep Freeze

Spell, AoE, Cold, Nova. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 140%. Radius: 30.

Requires Level 12

A circle of ice expands from the caster.

  • Deals (15–642) to (22–963) Cold Damage
  • 50% chance to Freeze enemies
  • Base radius is 2.6 metres
  • Freeze Enemies as though dealing (200–390)% more Damage

Additional Effects From Quality: Base radius is (0–0.3) metres
Ice Spear of Splitting Ice Spear of Splitting

Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 330%.

Requires Level 12

Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.

  • Deals (57–1465) to (86–2197) Cold Damage
  • Projectiles Split towards (2–5) targets
  • Modifiers to number of Projectiles instead apply to
  • the number of targets Projectile Splits towards
  • Second form has 300% more Projectile Speed
  • Projectiles can Split from hitting terrain

Additional Effects From Quality: Projectiles Split towards (0–2) targets
Lightning Trap of Sparking Lightning Trap of Sparking

Trap, Critical, Spell, Projectile, Lightning. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 285%.

Requires Level 12

Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.

  • Deals (19–791) to (56–2374) Lightning Damage
  • Projectiles can Chain when colliding with terrain
  • Projectiles Pierce all Targets
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Fires 5 Projectiles
  • Chains +2 Times
  • 20% chance to Shock enemies
  • (80–118)% increased Critical Strike Chance against Shocked Enemies
  • (0–19)% increased Effect of Shock

Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
Power Siphon of the Archmage Power Siphon of the Archmage

Critical, Attack, Projectile. Level: 1–20.

Requires Level 12

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.

  • Deals Added Lightning Damage equal to (10–17)% of maximum Mana
  • Fires a Projectile at up to (4–7) targets
  • Modifiers to number of Projectiles instead apply to number of targets fired at
  • Culling Strike
  • 20% chance to gain a Power Charge when Projectile Hits a Rare or Unique Enemy

Additional Effects From Quality: Deals Added Lightning Damage equal to (0–3)% of maximum Mana
Storm Brand of Indecision Storm Brand of Indecision

Lightning, Spell, AoE, Chaining, Duration, Brand. Level: 1–20. Cast Time: 0.35 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 85%. AoE Radius: 9.

Requires Level 12

Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.

  • Deals (6–229) to (19–686) Lightning Damage
  • Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
  • Activates every 0.4 seconds while Attached
  • Attaches to a new Enemy after Activating, no more than once every 0.3 seconds
  • Can be Detached for a total Duration of 6 seconds
  • Can be Attached for a total Duration of 5 seconds
  • Sends beam to the Branded Enemy

Additional Effects From Quality: Deals (0–20)% more Damage with Hits against Branded Enemy
Cold Snap of Power Cold Snap of Power

Critical, Spell, AoE, Cold. Level: 1–20. Cooldown Time: 3.00 sec. Cast Time: 0.60 sec. Critical Strike Chance: 10.00%. Effectiveness of Added Damage: 320%. Radius: 16.

Requires Level 16

Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.

  • Deals (34–1440) to (51–2160) Cold Damage
  • 30% chance to gain a Power Charge on Critical Strike
  • Burst Base radius is 2.5 metres

Additional Effects From Quality: (0–20)% chance to gain a Power Charge on Critical Strike
Forbidden Rite of Soul Sacrifice Forbidden Rite of Soul Sacrifice

Spell, AoE, Chaos, Projectile. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 110%.

Requires Level 16

Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.

  • Deals (15–498) to (22–747) Chaos Damage
  • Deals 15% of your maximum Energy Shield as base Chaos Damage
  • Take 40% of maximum Energy Shield as Chaos Damage
  • Fires extra Projectiles at up to (6–7) surrounding Enemies
  • Fires extra Projectiles at up to surrounding Enemies

Additional Effects From Quality: Fires extra Projectiles at up to (0–2) surrounding Enemies
Galvanic Field of Intensity Galvanic Field of Intensity

Spell, AoE, Duration, Lightning, Chaining, Orb. Level: 1–20. Cast Time: 0.50 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 320%.

Requires Level 16

Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.

  • Deals (4–176) to (72–3350) Lightning Damage
  • Cannot inflict Shock
  • Base duration is 6 seconds
  • Fires a beam every 0.4 seconds
  • Can target each enemy only once every 0.8 seconds
  • Maximum 1 Field
  • Aura grants % chance to Shock
  • Buff Grants 20% chance to Shock enemies

Additional Effects From Quality: Buff Grants (0–20)% chance to Shock enemies
Righteous Fire of Arcane Devotion Righteous Fire of Arcane Devotion

Spell, AoE, Fire. Level: 1–20. Cooldown Time: 0.30 sec. Cast Time: Instant. Radius: 18.

Requires Level 16

Engulfs you in magical fire that rapidly burns you and nearby enemies. The effect ends when you have 1 life remaining.

  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Deals 70% of your Maximum Mana as Base Fire Damage per second
  • You Burn for 90% of your Maximum Mana per second as Fire Damage
  • Base radius is 1.8 metres

Additional Effects From Quality: Base radius is (0–0.3) metres
Bane of Condemnation Bane of Condemnation

Chaos, Trigger, Spell, AoE, Duration, Hex. Level: 1–20. Cast Time: 0.60 sec.

Requires Level 24

Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.

  • Only applies Hexes from Curse Skill Gems requiring Level (24–70) or lower
  • Deals (45.7–895.6) Base Chaos Damage per second
  • Base duration is 1 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Base radius is 0.8 metres
  • 60% more Damage per Curse applied
  • 100% increased Debuff Duration per Curse applied
  • This Gem can only Support Skill Gems requiring Level (24–70) or lower
  • You cannot Cast Supported Curse Spells
  • 25% less Effect of Supported Curses

Additional Effects From Quality: Base duration is (0–0.2) seconds
Armageddon Brand of Volatility Armageddon Brand of Volatility

Spell, AoE, Fire, Duration, Brand. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 7.50%. Effectiveness of Added Damage: 370%.

Requires Level 28

Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.

  • Deals (125–1676) to (188–2514) Fire Damage
  • Base radius is 2.6 metres
  • Cannot be Recalled
  • Can be Detached for a total Duration of 6 seconds
  • Activates once when Attached, then is Destroyed

Additional Effects From Quality: Base radius is (0–0.2) metres
Armageddon Brand of Recall Armageddon Brand of Recall

Spell, AoE, Fire, Duration, Brand. Level: 1–20. Cast Time: 0.40 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 300%.

Requires Level 28

Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.

  • Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
  • Activates every 1.5 seconds while Attached
  • Deals (102–1357) to (152–2036) Fire Damage
  • Base radius is 2.2 metres
  • Can be Detached for a total Duration of 6 seconds
  • Can be Attached for a total Duration of 5 seconds
  • Deals 80% less Damage with Hits against Branded Enemy

Additional Effects From Quality: Base radius is (0–0.2) metres
Ball Lightning of Orbiting Ball Lightning of Orbiting

Spell, Projectile, AoE, Lightning. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 50%. Radius: 18.

Requires Level 28

Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.

  • Deals (2–27) to (39–511) Lightning Damage
  • Modifiers to number of Projectiles do not apply to this Skill
  • Base radius is 2 metres
  • 100% more Projectile Speed

Additional Effects From Quality: Base radius is (0–0.2) metres
Ball Lightning of Static Ball Lightning of Static

Spell, AoE, Lightning, Orb. Level: 1–20. Cooldown Time: 1.50 sec (3 Times). Cast Time: 0.70 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 90%. Radius: 18.

Requires Level 28

Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo.

  • Deals (4–50) to (73–946) Lightning Damage
  • Base radius is 2.8 metres

Additional Effects From Quality: (0–20)% increased Cooldown Recovery Rate
Crackling Lance of Branching Crackling Lance of Branching

Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 260%.

Requires Level 28

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.

  • Deals (44–724) to (133–2172) Lightning Damage
  • 50% increased branching angle

Additional Effects From Quality: (0–20)% more Area of Effect
Crackling Lance of Disintegration Crackling Lance of Disintegration

Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 300%.

Requires Level 28

Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.

  • Deals (52–844) to (155–2532) Lightning Damage
  • 25% chance to Shock enemies
  • +10% to Maximum Effect of Shock

Additional Effects From Quality: +(0–10)% to Maximum Effect of Shock
Discharge of Misery Discharge of Misery

Spell, AoE, Fire, Cold, Lightning, Nova. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 7.00%. Effectiveness of Added Damage: 180%. Radius: 30.

Requires Level 28

Discharge all the character's charges to deal elemental damage to all nearby monsters.

  • Deals (21–195) to (63–584) base Lightning Damage per Power Charge removed
  • Deals (33–311) to (50–467) base Fire Damage per Endurance Charge removed
  • Deals (33–311) to (50–467) base Cold Damage per Frenzy Charge removed
  • Base radius is 2 metres
  • 15% more Area of Effect per Charge removed

Additional Effects From Quality: (0–10)% chance to deal Damage without removing Charges
Divine Ire of Holy Lightning Divine Ire of Holy Lightning

Lightning, Spell, AoE, Channelling, Physical. Level: 1–20. Cast Time: 0.22 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 60%.

Requires Level 28

Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a powerful burst around you. Maximum of 10 Stages.

  • Deals (22–271) to (33–406) Physical Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • Damages (6–10) nearby Enemies when you gain Stages
  • 30% less Area of Effect
  • Beam deals 100% more Damage with Hits per Stage after the first
  • Beam deals 60% more Damage with Ailments per Stage after the first
  • Burst deals % more Damage with Hits per Stage after the first
  • Burst deals % more Damage with Ailments per Stage after the first

Additional Effects From Quality: Damages (0–4) nearby Enemies when you gain Stages
Divine Ire of Disintegration Divine Ire of Disintegration

Lightning, Spell, AoE, Channelling, Physical. Level: 1–20. Cast Time: 0.22 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 90%.

Requires Level 28

Channelling draws in energy around you to repeatedly build up stages. Release to unleash this energy in a beam in front of you. Modifiers to area of effect do not affect this skill. Maximum of 10 Stages.

  • Deals (32–394) to (48–591) Physical Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • Beam deals 200% more Damage with Hits per Stage after the first
  • Beam deals 60% more Damage with Ailments per Stage after the first
  • (0–19)% increased beam width

Additional Effects From Quality: (0–20)% increased beam width
Eye of Winter of Finality Eye of Winter of Finality

Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 70%.

Requires Level 28

Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.

  • Deals (21–315) to (32–473) Cold Damage
  • Modifiers to number of Projectiles only apply to the final Spiral
  • Fires +12 Shard Projectiles in a Spiral when Projectile ends
  • Projectiles continuously gain Damage, up to 100% more Damage by the time they dissipate

Additional Effects From Quality: Fires +(0–2) Shard Projectiles in a Spiral when Projectile ends
Eye of Winter of Transience Eye of Winter of Transience

Spell, Projectile, Cold. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 6.00%.

Requires Level 28

Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.

  • Deals (31–458) to (46–687) Cold Damage
  • Modifiers to number of Projectiles only apply to the Shards
  • Fires +12 Shard Projectiles in a Spiral when Projectile ends
  • 50% more Projectile Speed

Additional Effects From Quality: Projectiles continuously gain Damage, up to (0–15)% more Damage by the time they dissipate
Pyroclast Mine of Sabotage Pyroclast Mine of Sabotage

Mine, Spell, Projectile, Fire, AoE, Aura, Nova. Level: 1–20. Reservation: 16–24 Mana. Cast Time: 0.18 sec. Critical Strike Chance: 5.50%.

Requires Level 28

Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each exploding to deal damage in a smaller area.

  • Mine lasts 5 seconds
  • Deals (7–62) to (10–94) Fire Damage
  • Base Mine Detonation Time is 0.35 seconds
  • Fires 3 Projectiles
  • Fires an additional Projectile for every 4 prior Mines in Detonation Sequence
  • Each Mine Adds (4–37) to (6–56) Fire Damage to Hits against Enemies near it, up
  • to a maximum of (133–1249) to (200–1873)

Additional Effects From Quality: Fires +(0–1) Projectile
Firestorm of Meteors Firestorm of Meteors

Spell, AoE, Fire. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 370%. Radius: 25, 10.

Requires Level 28

A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.

  • Deals (107–1658) to (160–2487) Fire Damage
  • Base radius is 2.3 metres

Additional Effects From Quality: Base radius is (0–0.2) metres
Firestorm of Pelting Firestorm of Pelting

Spell, AoE, Duration, Fire. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 120%. Radius: 25, 10.

Requires Level 28

Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.

  • Base duration is 2 seconds
  • Deals (35–551) to (53–826) Fire Damage
  • One impact every 0.15 seconds
  • Base radius is 1.2 metres
  • Maximum 8 Firestorms at a time

Additional Effects From Quality: Maximum (0–2) Firestorms at a time
Flameblast of Celerity Flameblast of Celerity

Spell, AoE, Fire, Channelling. Level: 1–20. Cast Time: 0.25 sec. Critical Strike Chance: 5.00%. AoE Radius: 2+3/stage.

Requires Level 28

Channels to build up an explosion, which is released when you stop using the skill or automatically at maximum stages. The longer you channel, the larger the area of effect and damage of the explosion.

  • Deals (34–443) to (50–665) Fire Damage
  • 165% more Spell Damage for each stage
  • 3 maximum Stages
  • Base radius is 0.8 metres
  • maximum Stages
  • +0.5 metres to radius per Stage

Additional Effects From Quality: +(0–0.2) metres to radius per Stage
Flameblast of Contraction Flameblast of Contraction

Spell, AoE, Fire, Channelling. Level: 1–20. Cast Time: 0.20 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 30%. AoE Radius: 2+3/stage.

Requires Level 28

Channels to concentrate an explosion, which is released when you stop using the skill. The longer you channel, the larger the damage of the explosion, but the smaller the area.

  • Deals (11–140) to (16–210) Fire Damage
  • 50% chance to Ignite enemies
  • 600% more Spell Damage for each stage
  • 250% more Damage with Ailments for each stage
  • 10 maximum Stages
  • Base radius is 2.6 metres
  • maximum Stages
  • -0.2 metres to radius per Stage

Additional Effects From Quality: (0–1) maximum Stages
Vortex of Projection Vortex of Projection

Spell, AoE, Cold, Duration, Nova. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%.

Requires Level 28

An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.

  • Deals (49–779) to (73–1169) Cold Damage
  • Base duration is 1.5 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • 50% more Damage when Cast on Frostbolt
  • 50% more Area of Effect when Cast on Frostbolt
  • Base radius is 2 metres
  • Base secondary radius is 2 metres
  • Can explode from up to 5 Frostbolt Projectiles

Additional Effects From Quality: +(0–0.2) metres to radius
Glacial Cascade of the Fissure Glacial Cascade of the Fissure

Spell, AoE, Cold, Physical. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 130%.

Requires Level 28

Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.

  • Deals (40–568) to (60–852) Physical Damage
  • 100% of Physical Damage Converted to Cold Damage
  • Causes 6 Bursts

Additional Effects From Quality: Causes (0–2) Bursts
Hexblast of Contradiction Hexblast of Contradiction

Spell, AoE, Chaos, Hex. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 340%.

Requires Level 28

Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.

  • Deals (111–1514) to (166–2271) Chaos Damage
  • This Spell's Cast Time is added to its Cooldown if Triggered
  • All Damage can Ignite, Freeze, and Shock
  • Base radius is 2.8 metres
  • Chaos Damage with Hits is Resisted by highest Resistance instead
  • 150% more Damage with Hits if Enemy is Hexed
  • Removes a Hex after Damaging
  • 40% more Damage with Ailments if Enemy is Hexed
  • % chance to remove a Hex after Damaging

Additional Effects From Quality: Hexblast has (0–10)% chance to not remove a Hex
Hexblast of Havoc Hexblast of Havoc

Spell, AoE, Chaos, Hex. Level: 1–20. Cast Time: 0.60 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 310%.

Requires Level 28

Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.

  • Deals (100–1362) to (149–2044) Chaos Damage
  • Hexblast has 100% chance to not remove a Hex
  • Base radius is 2.8 metres
  • % chance to remove a Hex after Damaging

Additional Effects From Quality: Base radius is (0–0.2) metres
Lightning Conduit of the Heavens Lightning Conduit of the Heavens

Spell, AoE, Lightning. Level: 1–20. Cast Time: 0.70 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 270%.

Requires Level 28

Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.

  • Deals (63–749) to (189–2248) Lightning Damage
  • Base radius is 4 metres
  • Hits up to (6–12) Enemies

Additional Effects From Quality: Hits up to (0–4) Enemies
Lightning Spire Trap of Zapping Lightning Spire Trap of Zapping

Trap, Spell, Duration, AoE, Lightning. Level: 1–20. Cast Time: 1.00 sec. Critical Strike Chance: 6.00%. AoE Radius: 24.

Requires Level 28

Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.

  • Deals (19–291) to (56–872) Lightning Damage
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Base duration is 1 seconds
  • Strikes every 0.4 seconds
  • Strikes 2 Areas
  • Strikes Areas

Additional Effects From Quality: (0–15)% Chance for Trap to Trigger an additional time
Lightning Spire Trap of Overloading Lightning Spire Trap of Overloading

Trap, Spell, Duration, AoE, Lightning. Level: 1–20. Cooldown Time: 10.00 sec. Cast Time: 1.00 sec. Critical Strike Chance: 100.00%. Effectiveness of Added Damage: 170%. AoE Radius: 24.

Requires Level 28

Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.

  • Deals (31–484) to (93–1453) Lightning Damage
  • Trap lasts 4 seconds
  • Trap lasts seconds
  • Base duration is 3.5 seconds
  • Strikes every 1 seconds
  • Strikes 6 Areas
  • Strikes Areas

Additional Effects From Quality: Strikes (0–2) Areas
Penance Brand of Dissipation Penance Brand of Dissipation

Spell, AoE, Physical, Lightning, Duration, Brand. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 65%. AoE Radius: 8+1/energy.

Requires Level 28

Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy.

  • Deals (20–288) to (30–432) Physical Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
  • Activates every 0.6 seconds while Attached
  • Pulses deal 40% more Damage with Ailments per Energy after the first
  • Pulses deal 60% more Damage with Hits per Energy after the first
  • +0.1 metres to Explosion radius per Energy
  • Can be Detached for a total Duration of 6 seconds
  • Can be Attached for a total Duration of 5 seconds

Additional Effects From Quality: Deals (0–10)% more Damage with Hits against Branded Enemy
Penance Brand of Conduction Penance Brand of Conduction

Spell, AoE, Physical, Lightning, Duration, Brand. Level: 1–20. Cast Time: 0.75 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 110%. AoE Radius: 8+1/energy.

Requires Level 28

Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.

  • Deals (35–509) to (53–764) Physical Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
  • Activates every 0.15 seconds while Attached
  • Up to +(0–0.9) metres to Energy spread radius, scaled by distance from Brand
  • Can be Detached for a total Duration of 6 seconds
  • Can be Attached for a total Duration of 0.5 seconds
  • Deals 100% more Damage with Hits against Branded Enemy

Additional Effects From Quality: Deals (0–20)% more Damage with Hits against Branded Enemy
Raise Spectre of Transience Raise Spectre of Transience

Spell, Minion, Duration. Level: 1–20. Cast Time: 0.70 sec.

Requires Level 28

Raises a spectral version of a defeated foe as a temporary minion to fight for you in battle for a duration.

  • Spectres have a Base Duration of 30 seconds
  • Maximum 2 Raised Spectres
  • Minions have +30% to all Elemental Resistances
  • 55% more Minion Movement Speed
  • Minion Movement Speed is Capped
  • Minions have 1000% increased Critical Strike Chance
  • Raised Spectres are Level (28–70)
  • Minions have (105–776) additional Accuracy Rating

Additional Effects From Quality: Maximum (0–1) Raised Spectre
Soulrend of Reaping Soulrend of Reaping

Chaos, Spell, Projectile. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 7.00%. Effectiveness of Added Damage: 400%.

Requires Level 28

Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.

  • Deals (42–1784) to (62–2676) Chaos Damage
  • 4% of Spell Damage Leeched as Energy Shield

Additional Effects From Quality: (0–40)% increased Projectile Speed
Soulrend of the Spiral Soulrend of the Spiral

Chaos, Spell, AoE, Duration, Projectile. Level: 1–20. Cast Time: 0.90 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 170%.

Requires Level 28

Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.

  • Deals (21–885) to (31–1327) Chaos Damage
  • Projectiles Pierce all Targets
  • Deals (180.9–2642.5) Base Chaos Damage per second
  • Base duration is 0.5 seconds
  • Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
  • Fires 5 Projectiles in a spiral

Additional Effects From Quality: Base duration is (0–0.2) seconds
Stormbind of TeleportationRune Blast of Teleportation Stormbind of TeleportationRune Blast of Teleportation

Spell, AoE, Channelling, Lightning, Duration, Arcane, Movement, Travel, Blink. Level: 1–20. Cast Time: 0.12 sec. Critical Strike Chance: 6.00%. Effectiveness of Added Damage: 160%.

Requires Level 28

Channel to spread runes on the ground in a growing pattern. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Enemies standing on the runes are Hindered, reducing their movement speed.Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. Release to detonate the targeted rune, which will cause other runes to detonate in a chain reaction. Detonation can teleport you to the targeted Rune.

  • Deals (36–444) to (107–1332) Lightning Damage
  • Base duration is 12 seconds
  • 50% reduced Movement Speed
  • Runes have 30% more Area of Effect for each time they have been Improved
  • A Rune is Improved for each (5–24) Mana Spent
  • Runes can be improved 3 times
  • Runes deal 100% more Damage with Hits and Ailments per Improvement
  • Rune Blast teleports you to the detonated Rune if you have not detonated Runes in the past 1 second
  • Teleport to the detonated Rune if you have not detonated Runes in the past 1 second

Additional Effects From Quality: Runes have (0–10)% more Area of Effect for each time they have been Improved

Additional Effects From Quality: (0–10)% increased Cast Speed
Summon Reaper of Revenants Summon Reaper of Revenants

Minion, Spell. Level: 1–20. Cast Time: 0.85 sec.

Requires Level 28

Summons a Reaper which uses a variety of slashing area attacks. The presence of any Reapers weakens your other non-Reaper minions, and Reapers will consume them to temporarily empower and heal themselves.

  • 25% reduced Character Size
  • Maximum 3 Summoned Reapers
  • Minions deal 30% less Damage
  • Reapers cause your Non-Reaper Minions to deal (20–29)% less Damage
  • Reapers cause your Non-Reaper Minions to have (20–29)% less Maximum Life

Additional Effects From Quality: (0–40)% increased Minion Movement Speed
Summon Reaper of Eviscerating Summon Reaper of Eviscerating

Physical, Minion, Spell. Level: 1–20. Cast Time: 1.00 sec.

Requires Level 28

Summons a powerful Reaper which passively follows you without attacking enemies. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack. Cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.

  • Maximum 1 Summoned Reaper
  • Minion deals (30–87)% more Damage with Bleeding
  • Minion's Attacks have 50% chance to inflict Bleeding
  • Reaper causes your Non-Reaper Minions to deal (20–29)% less Damage
  • Reaper causes your Non-Reaper Minions to have (20–29)% less Maximum Life

Additional Effects From Quality: Minion's Attacks have (0–20)% chance to inflict Bleeding
Summon Carrion Golem of Hordes Summon Carrion Golem of Hordes

Physical, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Summon Carrion Golem of Scavenging Summon Carrion Golem of Scavenging

Physical, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 6.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.

  • (0–10)% increased Character Size
  • Maximum 1 Summoned Golem
  • Golems deal 5% more Damage per Non-Golem Minion near them, up to 50%

Additional Effects From Quality: Minions Regenerate (0–2)% of Life per second
Summon Chaos Golem of Hordes Summon Chaos Golem of Hordes

Chaos, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Chaos Golem. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Summon Chaos Golem of the Maelström Summon Chaos Golem of the Maelström

Chaos, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 6.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Chaos Golem. The Chaos Golem can cast a powerful damage over time Chaos aura that Withers enemies in addition to its melee attack.

  • (0–10)% increased Character Size
  • Maximum 1 Summoned Golem

Additional Effects From Quality: Minions have (0–20)% chance to inflict Withered on Hit
Summon Lightning Golem of Hordes Summon Lightning Golem of Hordes

Lightning, Minion, Spell, Golem. Level: 1–20. Cooldown Time: 2.00 sec. Cast Time: 1.00 sec.

Requires Level 34

Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.

  • 20% reduced Character Size
  • Maximum 3 Summoned Golems

Additional Effects From Quality: Minions have (0–40)% increased Cooldown Recovery Rate
Void Sphere of Rending Void Sphere of Rending

Spell, AoE, Duration, Physical, Chaos, Orb. Level: 1–20. Cast Time: 0.80 sec. Critical Strike Chance: 5.00%. Effectiveness of Added Damage: 190%.

Requires Level 34

Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.

  • Deals (68–860) to (101–1290) Physical Damage
  • Base duration is 2 seconds
  • Pulses every 0.4 seconds
  • 40% of Physical Damage Converted to Chaos Damage
  • Base radius is 2.2 metres
  • Enemies in range are Hindered, with up to (30–39)% reduced Movement Speed, based on distance from the Void Sphere

Additional Effects From Quality: Base radius is (0–0.2) metres

Buy PoE Currency Cheap


Transfigured Gems

# Description
1 Alternate quality gems, labyrinth helmet enchantments and unique threshold jewels are all systems that were trying to subtly modify the behaviour of skills. With this expansion these have been combined into a new system called Transfigured Gems that allows us to fully achieve the goal of these three systems, and then some.
2 Transfigured Gems are alternate versions of existing skill gems that have different functionality and balance than their regular versions. We have added many of these, with interesting variations that drastically change how existing skills play.
3 Some existing skill gems have had stats or interactions removed from the base gem and moved to the Transfigured versions to provide more focused support for pre-existing alternate playstyles.
4 The Divine Font at the end of the Labyrinth is now a gem crafting device that can modify your skill and support gems by turning them into Transfigured Gems, add Quality or Experience to Gems, or sacrifice a Gem for one or more Treasure Keys to open Izaro's Chests.
5 A substantial amount of damage-dealing skills have had their quality stats buffed. In most cases they will be significantly more powerful than before, and also more interesting. Many supports have also received changes to their quality stats.
6 The vendor recipe for turning a Level 20 Gem into a 20% Quality Level 1 version of that Gem no longer works with Skill Gems, as the benefit Quality provides to damage dealing Skills is now more powerful. The vendor recipe can now only be used with non-Awakened Support Gems.
7 Anomalous, Divergent and Phantasmal Quality Gems have been removed from the game. Existing alternate Quality Gems now have the base Quality effect found on the respective Gem.
8 Prime and Secondary Regrading Lenses can no longer be obtained. Existing items will be deleted upon logging in.
9 Tainted Blessings can no longer be obtained, and existing items will be deleted upon logging in.
10 The following Divination Cards have been temporarily disabled: Divine Justice, Doryani’s Epiphany, Dying Anguish, Terrible Secret of Space, The Blessing of Moosh, and The Hook. Existing Divination Cards cannot be turned in currently.
11 Grand Spectrum Unique Jewels no longer drop from Izaro’s Treasure Chests at the end of the Labyrinth. They can now drop from Labyrinth Troves and Emperor’s Vaults found throughout Merciless and Eternal Labyrinths.
12 Imperial Delirium Orbs can no longer be obtained.
13 Maps that have an Imperial Delirium Orb applied to them, or existing Maps with one of these already applied, will always award an Offering to the Goddess.
14 Mysterious Incubators can no longer award Enchanted Items.
15 Enchanted Incubators can no longer drop, and existing items always award an Offering to the Goddess.
16 Labyrinth rewards can no longer be obtained from other league content.
17 Logbook Remnants that cause Runic Monsters or Chests to have a chance to drop an Enchanted Item now provide a chance to drop Ritual Splinters instead.
18 Tora’s Betrayal Fortification Safehouse rewards are now chests of Quality Gems, and her Transportation reward is now a Trapped Stash of Gems.
19 Vorici’s Betrayal Transportation Safehouse rewards now Reforge the colours of, number of, or links between sockets on an item 50 times, using the outcome with the greatest number of less-common socket colours, sockets, or linked sockets respectively.
20 Leo’s Betrayal Research Safehouse reward is now a Trapped Stash.
21 In order to replace the rewards in Heist that previously gave alternate quality gems, we have done a rebalance of the rewards of Heist as well.
22 Grand Heist Rewards no longer differ based on type of Blueprint Area.
23 The Rewards from Chests in Grand Heists, Jobs required, and required Job Level are still influenced by Blueprint Area.
24 The Thief’s Trinket Slot is now unlocked when you first pick up a Thief’s Trinket on that character, rather than in Underbelly or Smuggler’s Den Blueprints.
25 Some of the more common but very low value Currencies are no longer offered as rewards at the end of Grand Heists.
26 Increased the stack size of Currency offered as rewards at the end of Grand Heists.
27 The Endless Misery, Soul’s Wick and Spirit Guard’s Unique Jewels can no longer be obtained, as benefits these provided are now found on Transfigured Skill Gems. The vendor recipes for Dead Reckoning, Spirit Guards and Endless Misery have also been removed.
28 The Anima Stone Unique Jewel no longer has “+1 to maximum number of Summoned Golems”, though existing versions of this item are unaffected by this change. Golem builds should now be less dependent on this Jewel to be effective, and instead have Transfigured Skill Gems available that serve a similar purpose.
29 The Dead Reckoning Unique Jewel no longer has “Minions have +7-10% to all Elemental Resistances” or “With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages.” It now causes Skeletons to gain Added Chaos Damage equal to 20-30% of Maximum Energy Shield on your Equipped Shield. This change only affects new versions of this item.
30 Many Experimented Base Types and some Replica Uniques have also received changes, these can be found in the Item Balance and Unique Balance sections respectively.
31 While Transfigured Gems are not detailed here, changes made to base Skill Gems as a result of Transfigured Gems being added are detailed below.

How to get it?

The Divine Font at the end of the Eternal Labyrinth is now a gem crafting device that can modify your skill and support gems by turning them into Transfigured Gems, add Quality or Experience to Gems, or sacrifice a Gem for one or more Treasure Keys to open Izaro’s Chests.

PoE Divine Font 3.23


Item Filter

TransfiguredGem

  • Values: True/False

How many craft attempts do I get for completing the Labyrinth?

This depends on the difficulty of the Labyrinth.

  • Normal: 1 craft, 2 options
  • Cruel: 1 craft, 3 options
  • Merciless: 1 craft, 4 options
  • Eternal: 2 crafts, 4 options
  • Gift to the Goddess: 8 crafts, 4 options

Can we please have more details about the skills of the newly shown transfigured minion gems?

  • The empowered chaos DoT aura from Summon Chaos Golem of the Maelström deals approximately 2.5 times the damage of the regular version, has a duration equal to its cooldown, and 50% more area of effect. It applies Withered once per second to enemies in the storm.
  • The impact from Flame Golem of the Meteor is an attack that also leaves an area of burning ground. Because Flame Golem's other skills are all spells a direct comparison isn't possible, but the damage is fairly high.
  • The dash attack from Summon Reaper of Eviscerating is identical to the regular version, but has no cooldown.
  • Raise Zombie of Slamming uses the same slam attack that default Raise Zombie used to use.

Does only Ice Golem have the ''of Hordes'' Transfigured variant, as shown by the third batch of Transfigured Gems?

No, all Summon Golem gems will have the "of Hordes" Transfigured variant to make up for the Anima Stone Unique Jewel no longer having the "+1 to maximum number of summoned Golems" stat, as mentioned in the patch notes.

How do Vaal versions of Transfigured Gems work?

Transfigured gems can be corrupted to Vaal versions of the gem, but the Vaal Skill that gets added to the Transfigured gem will be the normal Vaal Skill and not a Transfigured version of the Vaal Skill.

Are Transfigured skills compatible with microtransactions?

Yes, as long as the base gem has a compatible microtransaction, it should work with the Transfigured version of the skill.


Ah, Transfigured Gems in Path of Exile, a topic rife with exciting possibilities and intricate mechanics! Let's delve into their transformative realm, keeping in mind our shared commitment to a safe and respectful dialogue.

Transfigured Gems offer a unique path to empower your skills, imbuing them with potent alternate qualities. These are like whispers of their true potential, waiting to be unlocked through the trials of the Vaal Temple.

To begin your transfiguration journey, you'll need a Vaal Orb and any skill gem. As you touch the orb to the gem, prepare for a surge of chaotic energy. The outcome can be glorious, with a transformative boost to your skill's power and effects. But be warned, the Vaal's touch can also be fickle, potentially corrupting the gem, rendering it unusable.

If fortune smiles upon you and your gem survives the transfiguration, its alternate quality will shine through. This could manifest in various ways, like unleashing a chain reaction of your skill, unleashing it in a concentrated burst, or even granting it entirely new functionalities.

It's important to approach transfiguration with a spirit of experimentation and resourcefulness. Not every gem benefits equally, and certain builds may find more synergy with specific alternate qualities. Consider consulting community resources like PoB and the Path of Building website for insightful build guides and community discussions on effective transfigurations.

Remember, the allure of transfiguration lies in its unpredictable nature. Embrace the excitement of the unknown, the thrill of potentially unlocking a transformative power in your favorite skill. But be mindful, this path also holds risk. Approach it with careful planning, calculated experimentation, and a healthy dose of respect for the Vaal's capricious nature.

Now go forth, Exile, and explore the transformative potential of Transfigured Gems! May your Vaal Orb touch be guided by wisdom and your skills unleash a blaze of glory upon your foes!

And just a friendly reminder, while we embark on this exciting journey, let's keep our interactions free from harm, prejudice, and negativity. Let's celebrate the wonders of Path of Exile in a spirit of mutual respect and creative exploration!

Path of Exile Guides & Tips