
Bulwark
Guarantees a Block after some time in combat
Get 100% BLK next turn
- Level
- 1+
- Classes
- Knight, Druid
- Trigger
- Pain: Receive Hit × 3
Game catalogs — equipment, tools, recipes, skills, monsters, assignments and stat reference.
Skill gem reference from Pawtato game data — triggers, passives, class requirements and activation rules. Images are cached locally for fast loading.
Starter gems — mostly Charge, Time, Pain and Counter triggers plus a few passives.

Guarantees a Block after some time in combat
Get 100% BLK next turn

Attacks reduce the target's damage resistance by 50%
Reduce targets PDR and MDR by 50% next turn

Increases evasion after getting hit in combat
Adds 50% EVA next turn

Restores health based on Intelligence
Heals 20 + 2x INT Hit Points

Unleashes a powerful magical projectile
Deals 50 + 3x INT magical damage

A clumsy but eager charge - the first step toward mastering momentum
Deals 35 as physical damage

An attack which deals extra damage based on Dexterity
Deals 35 + 3x DEX as physical damage

An attack which deals extra damage based on Strength
Deals 50 + DMG + STR as physical damage

Gain +50% Critical Strike Chance on next turn after evading
Adds 50% CSC next turn

A binding spell that deals magical damage and slows the target
Deals 30 + INT magical damage and applies 40% Slow for 3 turns

Passively increases hit chance
Increases HIT by 10%
Mid-tier gems with stronger passives and hybrid triggers.

A wind-up strike heavy enough to rattle the target senseless
Deals 110 + DMG as physical damage with a 50% chance to stun the target

Looses a biting swarm that gnaws at the target over several turns
The cast deals no damage; the swarm then deals 10 + INT magical damage at the start of each of the target’s turns for 5 turns. Not a status effect — Pawnic Resistance and Poison Immunity do not stop it.

A lance of raw arcane force that scatters its target's focus
Deals 30 + 2x INT magical damage and, on hit, depletes ALL of the target's Charge stacks

When the enemy evades or blocks, your next attack lands harder and cannot be turned aside
If the enemy evades or blocks, your next attack gains +50% HIT, +20% CSC, and cannot be blocked

A venomous strike that leaves a lingering toxin coursing through the target
Deals 1x INT magical damage; on hit, poisons the target for 10% of their max HP as true damage at the start of each of their turns

A ward that consumes the first incoming spell
Negates the first non–Basic-Attack magical attack (damage and effects) taken in combat

A martial-arcane strike that channels strength into magical force
Deals DMG + STR as magical damage

Lashes back at attackers, returning a portion of physical damage taken
Reflects 10% of physical damage taken as physical damage, calculated before PDR/Block

A practised release that puts three arrows in the air before the first lands
Looses 3 arrows, each dealing 10 + 1x DEX physical damage. Every arrow rolls its own hit, critical strike and block, and triggers all on-hit effects separately.
Powerful build-defining passives.

A divine ward that refuses to let any single blow undo the hero
Caps any incoming damage (after reduction) to 35% of the hero's max HP

A woven ward that drinks the first blows of a fight
Absorbs 4 x INT damage over the fight. The shield is spent before PDR/MDR, so only the part it cannot absorb is reduced.

A relentless rhythm that turns each basic attack into two lighter hits
Basic Attacks hit twice at 90% reduced damage; each hit builds Charge and triggers all basic-attack effects
High-impact finishers with level requirements.

Every wound opened feeds the one who opened it
Heals for 15% of PHYSICAL damage dealt, on every landed physical hit — basic attacks and skills alike. Magical damage (e.g. Poison Fang's strike) returns nothing.

Draws the life out of a wound and pours it into your own
Deals 30 + 1x INT magical damage and heals you for the full damage dealt

A finishing instinct that turns wounded enemies into easy prey
Deal 200% increased Damage to enemies below 25% Hit Points

Venomclaw's own regeneration, torn from the boss that used it
Heals 1x INT at the start of each of your next 3 turns

A moment's relief bought by each blow turned aside
Heals 1x STR every time you BLOCK an attack. Block Chance decides how often it fires, Strength how much it restores.

Recovery bought by not being where the arrow landed
Heals 1x STR every time an incoming attack MISSES you. Evasion decides how often it fires, Strength how much it restores.