Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
- Requirements
- Level (1-90)
PoE2 gem tool
Selected support
Explicit compatibility
255 skill gems, page 4 of 6
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Summon Navira, an invulnerable Water Djinn Minion to do your bidding. Navira will only act when you Command her to do so, bestowing restorative blessings upon you and your Allies with her Spells.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
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.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Perform an Unarmed Strike.
Strike with your Quarterstaff.
While active, Sprinting turns you into a locust swarm which deals Physical Attack damage, which is not based on your Weapon's damage, in an area around you. You take damage and gain Heavy Stun buildup if this Hits any targets, but damage you take from other sources while sprinting will not apply Heavy Stun or interrupt your sprinting.
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.
Fire a hail of arrows into the air, causing them to rain from above. Consumes a Frenzy Charge to fire more arrows.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
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.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Shapeshift into a Bear and charge forward, Slamming the ground as you run. Channelling ends after a short amount of time but can be prolonged by spending Rage.
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.
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.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Shapeshift into a Wyvern and perform a wide slash with your wingtip claws. Consumes a Power Charge if possible to grant you a Buff that gives you extra Lightning damage. While you have the Buff, Rend covers a much larger area but is slower.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
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.
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
Place a Sigil on the ground, providing a powerful Buff to you and Allies standing in it which grants Life Regeneration and amplifies Armour, Evasion and Energy Shield. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
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.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
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.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command. Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their Rage