Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Requires Level
14
Int
28
Mana
20
Base Damage
100%
Ignites as though dealing 16 to 24 Fire damage
Wall deals 5.3 Fire Damage per second
Wall length is 5.4 metres
Wall duration is 4.9 seconds
Projectiles which pass through the wall deal 5 to 7 Added Fire Damage
Projectiles which pass through the Infused wall deal 1 to 12 Added Lightning Damage
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Requires Level
14
Int
28
Mana
18
Base Damage
100%
Deals 23 to 34 Cold Damage
Pulse and explosion radius are 2.5 metres
Cannot apply Exposure to enemies of level higher than 32
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Requires Level
14
Int
28
Base Damage
100%
Deals 10 to 15 Cold Damage per Stage
Gains a Stage every 1.1 seconds, up to a maximum of 3 Stages
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Requires Level
14
Int
28
Mana
6
Base Damage
100%
Can accumulate up to 7 Embers Modifiers to number of Projectiles instead apply to number of Embers accumulated
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it spreads itself, Curses, and other Chaos damage over time Debuffs on the target to nearby enemies. This refreshes their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Requires Level
14
Int
28
Mana
39
Base Damage
100%
Minion Level
10
Aura grants Minions 22% increased Attack and Cast Speed
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground. This Skill can be used while Shapeshifted.
Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's Mark will be Triggered targeting the highest Rarity enemy Hit, or if a Mark gem is socketed into this Skill, that Mark will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Requires Level
14
Str
17
Int
17
Base Damage
100%
Stores 1% of Physical Attack damage dealt, up to 26
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Requires Level
14
Str
28
Base Damage
100%
An additional +18% of Overkill damage contributes to base Ignite damage
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Requires Level
14
Str
17
Int
17
Mana
30
Base Damage
100%
Deals 17 to 25 Cold Damage
Buff grants Allies 3 to 5 added Cold damage to Attacks
Empowered Attacks deal 11 to 17 additional Cold damage
Shapeshift into a Wyvern and devour a Corpse or Cullable enemy, and additional nearby Corpses. For each enemy or corpse devoured, you regenerate life and gain a Power Charge. If the target is far enough away, you will leap to them and damage nearby enemies where you land. Targeting nearby enemies or corpses will not perform a leap or a Slam.
Requires Level
14
Str
17
Int
17
Mana
13
Base Damage
93%
Regenerates 39 life per enemy or Corpse consumed over 1 second
Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Requires Level
14
Str
28
Mana
30
Base Damage
100%
Empowered Attacks Gain 34% of damage as extra Fire damage
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground. This Skill can be used while Shapeshifted.
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
Requires Level
14
Str
28
Base Damage
100%
Stores 180% of mitigated Physical damage, up to 432
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's Rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Requires Level
14
Str
28
Base Damage
100%
An additional +18% of Overkill damage contributes to base Ignite damage
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Requires Level
14
Str
17
Dex
17
Base Damage
100%
You deal 1% more Hit damage to Rare and Unique enemies for every 44 seconds they have ever been in your Presence, up to 40%
You have Culling Strike against Rare and Unique enemies that have been in your Presence for a total of at least 38 seconds
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Requires Level
14
Dex
28
Base Damage
100%, 100%, 100%, 44%
Lightning Bolts strike the targets of your next 2 Attack Hitsafter killing a Shocked enemy with Attack damage
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Requires Level
14
Dex
28
Base Damage
100%, 100%, 100%, 44%
Lightning Bolts strike the targets of your next 2 Attack Hitsafter killing a Shocked enemy with Attack damage
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Ready a volley of arrows or spears, Empowering your next Repeatable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Requires Level
14
Dex
28
Mana
18
Base Damage
100%
560% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill reduces this delay, causing bursts to happen more quickly.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Passively gains Seals over time. Using the skill fires a projectile, and breaks the Seals, Repeating for each of them, and for each additional projectile the skill is given. For each time it Repeats normally, it will also Repeat an additional time targeting a different Ice Fragment in its area of effect if able, Detonating those Ice Fragments immediately.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze enhances the explosion.
Requires Level
14
Dex
28
Mana
30
Base Damage
142%, 142%, 142%, 573%, 912%
35% more damage with Hits for explosions originating from a Unique enemy
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Requires Level
14
Dex
28
Mana
12
Base Damage
28%, 28%, 28%, 128%
Impact radius is 1.7 metres
If any target Hit by Bolt is Shocked, also Shocks all Enemies within a 1.8 metre radius
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Requires Level
14
Dex
28
Base Damage
100%, 100%, 100%, 44%
Lightning Bolts strike the targets of your next 2 Attack Hitsafter killing a Shocked enemy with Attack damage
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
Ready a volley of arrows or spears, Empowering your next Repeatable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Requires Level
14
Dex
28
Mana
18
Base Damage
100%
560% of Empowered Skill's attack time is added to this skill's cooldown, to a maximum of 30 seconds
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Requires Level
14
Dex
28
Base Damage
100%, 100%, 100%, 44%
Lightning Bolts strike the targets of your next 2 Attack Hitsafter killing a Shocked enemy with Attack damage
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Requires Level
14
Int
17
Dex
17
Mana
9
Base Damage
64%, 64%, 64%, 90%, 192%
Engraving rosterCurrent skill roster
The eight current engravable category rosters were checked 2026-07-27. Each card uses the selected skill's exact level table. Current detail pages independently confirm 256 of 257 tier placements; Skeletal Sniper's detail page does not publish its tier.