Divine IreLightning, Spell, AoE, Channelling, Physical Level: (1-20) Cast Time: 0.22 sec Critical Strike Chance: 6.00% Effectiveness of Added Damage: 30%Requires Level 28Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash a powerful burst of energy in a beam in front of you.Deals (17-140) to (25-210) Physical Damage 50% of Physical Damage Converted to Lightning Damage Beam deals 100% more Damage with Hits per Stage after the first Damages 5 nearby Enemies when you gain Stages 40% chance to gain an additional Stage when Hitting a Normal or Magic Enemy Beam deals 70% more Damage with Ailments per Stage after the first 50% less Damage while Channelling Gains an additional Stage when Hitting a Rare or Unique Enemy
Additional Effects From 1-20% Quality: 0.5% increased Area of Effect0.5% increased beam width1% of Physical Damage Converted to Cold DamagePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Divine Ire is a channellingactive skill gem that repeatedly damages nearby enemies while channeling to build up its charge quicker. Releasing the channel fires a beam of energy in front of the character, dealing physical damage converted to lightning damage.
Area of Effect: Divine Ire's beam has a fixed length and width, though area damage modifiers from all sources still apply. The range of the zap while channelling can be affected by area modifiers (these zaps, though visually reminiscent of Arc, cannot Chain). In addition to the beam, a small bubble of area damage also expands from the player upon skill release; this bubble is affected by AoE increases and decreases as normal.
Damage penalty: The "50% less damage while channelling" effect of the skill applies only to damage dealt by the skill itself; skills cast while channeling (such as Cast While Channelling or anything else otherwise triggered) still apply damage as normal. By the same token, the 50% less effect removes itself immediately upon key release; it will not affect the beam, much in the way that Charged Dash functions.
Chance to gain additional stages: This chance is rolled independently per enemy hit. Hitting two rare/unique enemies at a time will generate two additional charges. On average, casting with 5 nearby normal or magic enemies will generate 2 additional charges per cast repetition.
Stages: 10 stacks for maximum width, 20 for maximum damage.
Totems: When used by totems via Spell Totem Support, the totems will fully charge up to 20 stages before firing. They will continue doing so even if there are no more valid targets within range, if they began channeling while the targets were still in range.
Gem level progression
Level
Mana Cost
Physical Damage
Exp.
Total Exp.
1
28
29
42
3
17 to 25
0
0
2
31
32
46
3
20 to 30
199345
199345
3
34
35
50
3
25 to 37
285815
485160
4
37
37
54
3
30 to 45
401344
886504
5
40
40
58
3
36 to 54
554379
1440883
6
42
42
60
3
41 to 61
477437
1918320
7
44
44
63
3
46 to 69
583786
2502106
8
46
46
66
3
52 to 78
710359
3212465
9
48
48
68
4
59 to 88
1355511
4567976
10
50
49
71
4
66 to 99
1138877
5706853
11
52
51
74
4
74 to 111
1368233
7075086
12
54
53
76
4
83 to 125
1638338
8713424
13
56
55
79
4
93 to 140
1956648
10670072
14
58
57
82
4
104 to 157
3655184
14325256
15
60
59
84
4
117 to 175
3017327
17342583
16
62
60
87
4
131 to 196
7759995
25102578
17
64
62
90
4
146 to 219
15138193
40240771
18
66
64
92
4
163 to 245
26083825
66324596
19
68
66
95
5
182 to 273
62620247
128944843
20
70
68
98
5
203 to 305
211708088
340652931
21
72
70
100
5
227 to 340
N/A
N/A
22
74
N/A
N/A
5
252 to 379
N/A
N/A
23
76
N/A
N/A
5
281 to 422
N/A
N/A
24
78
N/A
N/A
5
313 to 469
N/A
N/A
25
80
N/A
N/A
5
348 to 522
N/A
N/A
26
82
N/A
N/A
5
387 to 580
N/A
N/A
27
84
N/A
N/A
5
430 to 644
N/A
N/A
28
86
N/A
N/A
6
477 to 716
N/A
N/A
29
88
N/A
N/A
6
530 to 794
N/A
N/A
30
90
N/A
N/A
6
588 to 882
N/A
N/A
31
91
N/A
N/A
6
619 to 929
N/A
N/A
32
92
N/A
N/A
6
652 to 978
N/A
N/A
33
93
N/A
N/A
6
687 to 1030
N/A
N/A
34
94
N/A
N/A
6
723 to 1084
N/A
N/A
35
95
N/A
N/A
6
761 to 1142
N/A
N/A
36
96
N/A
N/A
6
801 to 1202
N/A
N/A
37
97
N/A
N/A
6
843 to 1265
N/A
N/A
38
98
N/A
N/A
6
888 to 1332
N/A
N/A
39
99
N/A
N/A
6
934 to 1402
N/A
N/A
40
100
N/A
N/A
6
983 to 1475
N/A
N/A
Item acquisition
Divine Ire can drop anywhere.
Recipes
Divine Ire can be created from the following recipes:
Amount
Part
Description
Meta
13
The CataclysmThe Cataclysm13Level 21 Spell Gem CorruptedThe mighty warriors traded in blows, the nimble archers in arrows, yet it was the brazen thaumaturgists who would bring catastrophe to all.
Random corruptedlevel 21 Spell gem
A
6
The FoxThe Fox6Level 20 Gem"Masters of wit, strength and cunning. To survive the harsh winters, you must be like the fox." - Ezomyte Proverb
Random level 20 gem
A
3
Gemcutter's PromiseGemcutter's Promise3Gem Quality:+20%"I swore to use my position to help the people. What good is power when it just accumulates on the already-powerful?" - Erasmus, Imperial Gemcutter
Random gem with 20% quality
A
1
Gemcutter's IncubatorGemcutter's IncubatorStack Size: 10Adds an incubated Quality Gem item to an equippable item Item drops after killing {0} monstersRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
Random gem with 1–20% quality
A
1
The VoidThe Void1Reach into the Void and claim your prize.
Random divination card set exchange
A
Quest reward
This item is given as a quest reward for the following quests:
Note that helmet enchantments are no longer obtainable since version 3.23.0 and can only be obtained in permanent leagues as already enchanted items from before this patch.