While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
- Requirements
- Level (1-90), (4-157) Dex
PoE2 gem tool
Selected support
Explicit compatibility
89 skill gems, page 1 of 2
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast damaging, non-Channelling, non-Buff Spells you could cast that have no cooldown.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
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.
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.
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, strengthens your Rage, but causes you to lose Life while not losing Rage.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
Turn socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
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.
Applies a socketed Mark Skill to a nearby unmarked Enemy every few seconds. Consuming socketed Marks will cause them to be reapplied to an unmarked Enemy. This reapplication can happen at most once every few seconds.
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when one of your Charms is used and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
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.
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
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 Armour, Evasion and movement speed.
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
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 Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, you constantly regenerate Rage.
While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.
While active, gains Energy when you spend Mana. Using the Invocation once sufficient Energy is gathered will consume the Energy to create visages which attack once with a socketed Shapeshifting Attack, creating multiple visages if it has enough Energy.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
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, 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.
Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit, turning them into unstable apparitions which charge towards enemies and then explode.
Chills all enemies in your Presence.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
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 Damage, but is based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic.
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.