Fires multiple arrows into the air, to land in multiple sequences after a delay, each starting at the targeted location and spreading outwards in all directions. Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. Channel to spread runes on the ground in a growing pattern. Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Requires a Sword or Axe. Modifiers to trap throwing speed will affect how frequently it strikes. Launches unpredictable sparks that move randomly until they hit an enemy or expire. Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them. Targeting farther away causes the projectiles to spread out and land over a wider area. It also regularly releases pulses of area damage. The clone is a minion that uses your bow and quiver. The crack will erupt in a powerful aftershock after a short duration. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The explosion is not affected by modifiers to spell damage and cannot be reflected. When the arrow lands, you are teleported to it and a clone is summoned at your old location. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed. While using this skill, you cannot be stunned or knocked back. Enemies standing on the caustic ground take chaos damage over time. 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. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. Attacks with both weapons, dealing the damage of both in one strike. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Requires a Bow. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. You are in Blood Stance by default. Creates a magical brand which can attach to a nearby enemy. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed. Stunning an enemy with the strike releases a damaging pulse. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies, Throws a mine that fires projectiles around it when detonated. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Requires an Axe, Mace, Sceptre, Staff or Unarmed. Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. Enemies with either debuff explode when they die, damaging other nearby enemies. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to. The affected enemy will take increased damage from traps and mines until the debuff expires. Each arrow deals damage in an area around it. Only works with daggers, claws and one handed swords.

Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be split between those arrows. Requires a Dagger or Claw. Enemies that die while in the area have a chance to grant Frenzy Charges. Fires an arrow at the target destination. Enemies can be hit by multiple arrows from the same attack. Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. Casts a ring of Lightning around you, followed by a larger Lightning nova. Requires a Melee Weapon or Unarmed. This area will creep across the ground towards nearby enemies until its duration expires. Requires a Claw or Dagger. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. Throws a trap that releases a number of flames in different directions around it when triggered. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages.

Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. Using the skill again will stop the previous wave. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. Slashes twice, releasing waves of force that damage enemies they hit. If you hit an ignited enemy, will create burning ground under them. Throws an explosive bottle that deals unarmed attack damage in an area and has a chance to poison. Requires a Melee Weapon. Dual wield only. The runes fade away after a duration, or will be immediately removed and deal damage in a circular area when detonated by Rune Blast. Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location. Steel Shards are gained with the Call of Steel Skill. Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. The crack will erupt in a powerful aftershock after a short duration.

These attacks have a small randomised spread. Only one Wave of Conviction can be active at a time. The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. The pods last for a duration before bursting, dealing area damage. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. If the enemies are far away, it will leap toward them as it slams. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. Throws an explosive bottle that deals unarmed attack damage in an area. Channels to build up a large explosion, which is released when you stop using the skill. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Grants a buff that increases movement speed for a duration. Smash the ground to bring forth multiple spears to damage enemies. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed. Creates a wall of ice which holds back enemies. Steel Shards are gained with the Call of Steel Skill. Fires a burning arrow that deals fire damage and has a chance to ignite. Performs a melee attack, and causes lightning to strike a targeted location or nearby enemy, dealing damage in an area. Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each repeatedly damaging enemies they spin through. Targets under the wall are damaged and pushed back. Burning enemies are dealt more damage. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead.

Requires a Melee Weapon. Casting this spell damages you. Requires a Mace, Sceptre or Staff. Targets an area and builds up stages in that area based on cast speed. Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. Hits enemies, converting some of your physical damage to cold damage. Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Dive through enemies, dealing weapon damage. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. Spin with a sword or axe to deal damage in an area around you. Channel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Only works with Daggers, Claws, and One-Handed Swords. Casts a delayed teleport for nearby enemies to a target destination. If there is no specific target, it will prioritise corpses over enemies. The damage is continually boosted while channelling. The debuff is spread by Contagion.

Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. The arrows degrade in-flight as the lightning dissipates, soon vanishing.

Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Frenzy charges increase your attack speed. Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst. Fires multiple arrows at different targets. Cannot be supported by Multistrike. Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. The cooldown can be bypassed by expending a Frenzy Charge.

Throws a spectral copy of your melee weapon. Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. Requires a One Handed Mace, Sceptre, Sword or Axe. This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. If striking three times in a row, the third strike will freeze enemies more easily. This spell cannot be repeated. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Awakened Fire Penetration Support is the awakened variant of Fire Penetration Support obtainable in maps. Effects which allow skills to chain can apply to these tendrils. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield. As it gains more stages, the area gets smaller but the damage gets higher. Spin and attack in place, damaging nearby enemies and pulling others towards you. Repeatedly attacks a large area in different directions. While channelling this skill, you cannot be knocked back. Burning enemies are dealt more damage. Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Releases arrows along with a burst of lightning which damages all enemies in a cone. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike.

Fires an arc of knives in front of the caster which deals physical damage. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. When close to the enemy, just causes the area damage directly. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage. Requires a Sword or Axe. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them. Fires an arrow into the air to land at a targeted location, dealing area damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Release to fire it, leaving spore pods in its wake. Each effect hits enemies caught in their area with Lightning Damage. Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Supports any skill that hits enemies, making those hits penetrate enemy fire resistance. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. Affected enemies explode when they die, dealing fire damage in an area. 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. Requires a claw, dagger or sword. Requires a Bow. Requires a Melee Weapon or Unarmed. Cannot be supported by Ruthless. It does not grant a bonus to your character, but to skills in sockets connected to it. Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground. It explodes every 3 stages, until it reaches a maximum of 15. Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. The cooldown can be bypassed by expending an Endurance Charge. The projectiles cannot miss if the melee attack hits a target. Requires a Melee Weapon. The shards will damage enemies they impact, dealing cold damage. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way. Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion. Modifiers to trap throwing speed affects how frequently it releases waves. Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it. After a short duration, lightning strikes the marker, dealing damage around it. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. 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. Supported Skills have #% chance to inflict Fire Exposure on Hit, Metadata/Items/Gems/SupportGemFirePenetrationPlus. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Shares a cooldown with other Blink skills. Requires an Axe, Mace, Sceptre, Staff or Unarmed. Grants a buff adding cold damage to spells and attacks. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed. Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The wave deals more damage to closer enemies. Infuses your melee weapon with electrical energies as you swing. Sacrifices some rage to send a ragestorm forward. Channelling for longer builds up stages on the skill. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it. The arrows impact the ground in a line, each dealing area damage to enemies around it. Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Swipe your shield, dealing area damage in three waves in front of you. The eye cannot damage enemies. Can consume charges from a Life flask to add further damage. The Void Sphere will consume the corpses of any enemies which die in its area. It will avoid choosing the same element twice in a row. Requires a Mace, Sceptre, Axe or Staff. Summons a ballista totem that propels a sequence of fiery arrows into the air. An icy projectile which has a chance to freeze enemies it passes through. Attacks with your weapon, inflicting a debuff on enemies hit by the strike. After a short preparation time, you attack repeatedly with a ranged weapon. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. A chilling circle of ice expands from the caster, repeating from every enemy it hits. Being near it grants you more melee damage. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. This effect will chain to your other nearby skeletons. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion. Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. These will explode, causing AoE attack damage to enemies where they land. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. This damage is not affected by your damage modifiers. You are in Blood Stance by default. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. Waves of area damage frequently pulse along its path, based on your attack speed. The cooldown can be bypassed by expending a Frenzy Charge. Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it. Casting this skill again will replace the previous orb. A chilling circle of ice expands from the caster. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them. Attacks enemies with a forceful blow, knocking them back. Hits enemies, converting some of your physical damage to cold damage. You unleash an additional hit for each stage reached once the channelling ends. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Channel to infuse an arrow with chaos, gaining stages while it is held. Requires a Mace, Sceptre or Staff. Enemies in the middle of the slashes can be hit by both. Release to unleash a powerful burst of energy in a beam in front of you. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area. Perform a swift counter-attack against enemies in a cone shape when you block with your shield. Throws several spectral copies of your melee weapon. 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. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. Sets a marker at a location. Players can have 5 maximum blood charges. Consume an Endurance Charge every third time you slam the ground with this skill. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance, Can be used with Axes and Swords. Infuses your melee weapon with molten energies to attack with physical and fire damage. If no specific monster is targeted, one is picked at random. Enemies you would land on are pushed out of the way. The brand will detach if the enemy dies. Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. Creates a magical brand which can attach to a nearby enemy. They fly out and then return to you, in a spinning attack that damages enemies in their path. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Fires an arrow at the target destination. The clone is a minion that uses your bow and quiver. Fires arrows up in the air, to rain down in an area. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses. Being near it grants you more attack speed. Attacks a small area in front of you. The brand will detach if the enemy dies. Fires a projectile that applies a damage over time debuff when it hits. Fires a single eye projectile which constantly releases shard projectiles in a spiral. You gain stages while it moves, until it stops at a maximum total distance. Grants a buff which adds lightning damage to spells and attacks. Smashes the ground, dealing damage in an area and cracking the earth. Works with Maces, Sceptres, Axes, Staves and Unarmed. Smashes the ground, dealing damage in an area and cracking the earth. Channel to project an illusion which you steer. The projectiles deal chaos damage based on your life and energy shield. Unleashes a ball of fire towards a target which explodes, damaging nearby foes. Consume a Steel Shard to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. This is a Support Gem. Cannot be supported by Multistrike. Enemies standing on the runes are Hindered, reducing their movement speed. You are healed for a portion of the debuff damage. Strikes enemies in front of you with a surge of flame. An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Covers enemies in ash, causing them to move slower and take increased fire damage. Each arrow deals damage in an area around it. This damage is not affected by modifiers to spell damage. Enemies killed by this damage, or shortly after, will explode. An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Your melee weapon strikes enemies, converting physical damage to a random element. Perform a deadly counter-attack when you block. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead. Enemies can be hit by two of the waves where they overlap. Can also created from harvest crafting recipe from Vivid Razorleg. Create a sphere of water, or move an existing sphere and reset its duration. Fires a poisonous projectile based on your weapon that will chain between enemies. Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Requires a Dagger, Claw or One-Handed Sword.

It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. Deals spell damage in a targeted area. It will avoid choosing the same element twice in a row. Cannot be supported by Volley. It traps enemies with you in a circle of ice so that they can't escape. Lob a fiery orb that explodes as it hits the ground. Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. Modifiers to the skill's duration will also affect the delay between these strikes. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards. Up to 50 Blades can be detonated this way. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Performs an attack that gives the character a frenzy charge if it hits. Fires a projectile from a Wand that causes a series of small explosions surrounding its point of impact, each damaging enemies caught in the area. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed, and it deals damage to that and other nearby enemies. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. When you stop channelling, the stages decay over a duration. Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Summons a ballista totem that attacks with piercing arrows. The skill chains, releasing another fiery orb that repeats this effect. Can only have one Void Sphere at a time. Requires an Axe, Mace, Sceptre, Staff or Unarmed. Fires your wand to unleash projectiles that fire toward enemies in front of you or to your sides, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit. Requires an Axe, Mace, Sceptre, Sword or Staff. Creates an independently-moving vortex of ethereal blades which lasts for a duration. If this skill hits an enemy, you gain an aura buff, granting you and your allies additional lightning damage for a duration. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls. Only works with Axes and Swords. Slams the ground at a targeted location. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. This effect ends after a secondary duration, or after a maximum number of aftershocks. Teleports the character to a nearby monster and attacks with a melee weapon. Throws a mine that deals damage in an area when detonated. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. You deal damage in a larger area when you reach the target. Attack enemies with a forceful melee strike that also hurts you. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further. Flaming bolts rain down over the targeted area.

Uses both weapons while you're dual wielding. If the melee strike hits a target, that enemy cannot also be hit by the area damage. Fires a piercing shot that travels until it reaches the targeted location.

Requires a Melee Weapon or Unarmed. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Modifiers to spell damage do not affect this skill's damage. Half of the arrows will land directly on targets if there are targets in their range. Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. Discharge all the character's charges to deal elemental damage to all nearby monsters. Your damage modifiers don't apply to this burning ground. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them.