- Support
- Tier 2
- Cost multiplier
- 1.1×
Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging AilmentDamaging_Ailments
AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison . have reduced Life regeneration rate. Only the strongest instance of this DebuffDebuff
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. will apply. Does not Support Skills used by Minions .Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging AilmentDamaging_Ailments
AilmentsAilments that deal damage are BleedingBleeding , IgniteIgnite , and PoisonPoison . have reduced Life regeneration rate. Only the strongest instance of this DebuffDebuff
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. will apply. Does not Support Skills used by Minions .
- Enemies affected by non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Dmg over time from Supported Skills have 50 % reduced Life regeneration rateEnemies affected by non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Damage over time from Supported Skills have 50 % reduced Life regeneration rate
- Support
- Tier 4
- Cost multiplier
- 1×
Supports Storm skillsStorm_Skills
Storm Skills are long-duration weather-based Skills that have special interactions with other effects., causing them to appear at the user's location and move towards the target location.Supports Storm skillsStorm_Skills
Storm Skills are long-duration weather-based Skills that have special interactions with other effects., causing them to appear at the user's location and move towards the target location.
- Supported Skills originate from the player and move towards the target locationSupported Skills originate from the player and move towards the target location
Supports Skills you use yourself which damage enemies with Hits . Supported Skills consume a percentage of your maximum Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges, Gaining a percentage of damage as extra LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. damage per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed.Supports Skills you use yourself which damage enemies with Hits . Supported Skills consume a percentage of your maximum Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges, Gaining a percentage of damage as extra LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. damage per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed.
2 variants
Ambrosia · Tier 2
Cost multiplier 1×
- Supported Skills consume 14 % of your max Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills GainGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain. 2 % of Dmg as extra LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Dmg per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumedSupported Skills consume 14 % of your maximum Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills GainGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain. 2 % of Damage as extra LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed
Ambrosia II · Tier 3
Cost multiplier 1×
- Supported Skills consume 35 % of your max Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills GainGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain. 1 % of Dmg as extra LightningLightning
Lightning damage is one of the five Dmg TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Dmg per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumedSupported Skills consume 35 % of your maximum Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills GainGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, LightningLightning damage gained from PhysicalPhysical damage scales with LightningLightning damage modifiers, but not PhysicalPhysical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain. 1 % of Damage as extra LightningLightning
Lightning damage is one of the five Damage TypesDamage_Types . It is reduced by Lightning ResistanceResistances . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt. Damage per Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed
- Support
- Tier 1
- Cost multiplier
- 1×
Supports any skill that Hits enemies, making it more likely to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. enemies on full life.Supports any skill that Hits enemies, making it more likely to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. enemies on full life.
- Supported Skill has 100 % more CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance against Enemies that are on Full LifeSupported Skill has 100 % more CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance against Enemies that are on Full Life
Supports any skill, causing Armour BreakArmour_Break
Some Skills, Items, Support Gems and other effects can Break ArmourArmour , which lowers a target's ArmourArmour by a specified amount. If this brings the target's ArmourArmour value to 0, their ArmourArmour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from ArmourArmour , non-player targets with Fully Broken ArmourArmour take 20% increased PhysicalPhysical damage from Hits . Players Break 3 times ArmourArmour against Normal Monsters and 2 times ArmourArmour against Magic Monsters. it inflicts to be stronger.Supports any skill, causing Armour BreakArmour_Break
Some Skills, Items, Support Gems and other effects can Break ArmourArmour , which lowers a target's ArmourArmour by a specified amount. If this brings the target's ArmourArmour value to 0, their ArmourArmour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from ArmourArmour , non-player targets with Fully Broken ArmourArmour take 20% increased PhysicalPhysical damage from Hits . Players Break 3 times ArmourArmour against Normal Monsters and 2 times ArmourArmour against Magic Monsters. it inflicts to be stronger.
2 variants
Armour Demolisher I · Tier 1
Cost multiplier 1×
- Supported Skills Break 50 % more ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Supported Skills Break 50 % more ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
Armour Demolisher II · Tier 3
Cost multiplier 1×
- Supported Skills Break 70 % more ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Supported Skills Break 70 % more ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
- Support
- Arms Length
- Cost multiplier
- 1.1×
Supports Skills which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Enemies, causing KnockbackKnockback
Knockback pushes Enemies away when HitHit . from those Hits to be significantly more effective.Supports Skills which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Enemies, causing KnockbackKnockback
Knockback pushes Enemies away when HitHit . from those Hits to be significantly more effective.
- Supported Skills have 40 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . DistanceSupported Skills have 40 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . Distance
- Support
- Tier 3
- Cost multiplier
- 1×
Supports Nova SkillsNova_Skills
Nova Skills take effect in a circular area around their user., causing those Skills to take place at the targeted location when used instead of around you.Supports Nova SkillsNova_Skills
Nova Skills take effect in a circular area around their user., causing those Skills to take place at the targeted location when used instead of around you.
- Supported Skills Cast at the targeted location instead of around youSupported Skills Cast at the targeted location instead of around you
- Supported Skills have 25 % less AoESupported Skills have 25 % less Area of Effect
Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately..Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately..
2 variants
Blind I · Tier 2
Cost multiplier 1.1×
Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. .Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. .
- Supported Skills BlindBlind
Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. Enemies on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.Supported Skills BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. Enemies on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.
Blind II · Tier 5
Cost multiplier 1.1×
Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. with increased effect.Supports any skill that Hits enemies, causing them to BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. with increased effect.
- Supported Skills BlindBlind
Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. Enemies on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.Supported Skills BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. Enemies on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. - BlindBlind
Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. inflicted with Supported Skills has 20 % inc. EffectBlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. inflicted with Supported Skills has 20 % increased Effect
- Support
- Tier 1
- Cost multiplier
- 1.2×
Supports Skills which can cause Damaging Hits . Supported Skills are more likely to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Blinded Enemies, and deal more Damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits against Blinded Enemies, but cannot themselves inflict BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. .Supports Skills which can cause Damaging Hits . Supported Skills are more likely to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Blinded Enemies, and deal more Damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits against Blinded Enemies, but cannot themselves inflict BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. .
- Supported Skills cannot inflict BlindBlind
Being Blinded causes 20% less AccuAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.Supported Skills cannot inflict BlindBlind
Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified. - Supported Skills have 15 % more Critical Dmg BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). with Hits against Blinded EnemiesSupported Skills have 15 % more Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). with Hits against Blinded Enemies - Supported Skills have 15 % more chance to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Blinded EnemiesSupported Skills have 15 % more chance to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Blinded Enemies
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. and CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges.Supports any Skill that Hits Enemies, causing Enemies it kills to grant more FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. and CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges.
5 variants
Bounty I · Tier 2
Cost multiplier 1×
- Enemies killed by Hits from Supported Skills grant 50 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. chargesEnemies killed by Hits from Supported Skills grant 50 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges - Enemies killed by Hits from Supported Skills grant 50 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 50 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. - Enemies killed by Hits from Supported Skills grant 50 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 50 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.
Bounty II · Tier 4
Cost multiplier 1×
- Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. chargesEnemies killed by Hits from Supported Skills grant 100 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges - Enemies killed by Hits from Supported Skills grant 100 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 100 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. - Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.
Charm Bounty · Charm Bounty
Cost multiplier 1×
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges.Supports any Skill that Hits Enemies, causing Enemies it kills to grant more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges.
- Enemies killed by Hits from Supported Skills grant 100 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. chargesEnemies killed by Hits from Supported Skills grant 100 % more CharmCharm
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. charges
Life Bounty · Life Bounty
Cost multiplier 1×
Supports any skill that Hits enemies, causing enemies it kills to grant more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.Supports any skill that Hits enemies, causing enemies it kills to grant more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.
- Enemies killed by Hits from Supported Skills grant 100 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 100 % more Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.
Mana Bounty · Mana Bounty
Cost multiplier 1×
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.Supports any skill that Hits enemies, causing enemies it kills to grant more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.
- Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Enemies killed by Hits from Supported Skills grant 100 % more Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.
- Support
- Base
- Cost multiplier
- 1.3×
A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.
- Supported Skills have 10 % chance to FreezeFreeze
Freeze is an AilmentAilments that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .Supported Skills have 10 % chance to FreezeFreeze
Freeze is an AilmentAilments that causes targets to be unable to move or act, and lasts 4 seconds by default. ColdCold damage from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen .
- Support
- Tier 2
- Cost multiplier
- 1×
Supports Skills you use or Trigger yourself, which can cause Damaging Hits . Supported Skills inflict more powerful AilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . if you are afflicted with those AilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . when you inflict them, while also removing from you any AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . that they inflict.Supports Skills you use or Trigger yourself, which can cause Damaging Hits . Supported Skills inflict more powerful AilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . if you are afflicted with those AilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . when you inflict them, while also removing from you any AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . that they inflict.
- AilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . inflicted by Supported Skills have 40 % more Magnitude if you are afflicted with that AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . when inflicting itAilmentsAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . inflicted by Supported Skills have 40 % more Magnitude if you are afflicted with that AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . when inflicting it - When inflicting an AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . with Supported Skill, remove that AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . from yourselfWhen inflicting an AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . with Supported Skill, remove that AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . from yourself
Supports Skills you use yourself which Damage enemies with Hits . Supported Skills consume a percentage of your maximum Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges, inflicting more powerful BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. based on Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges consumed.Supports Skills you use yourself which Damage enemies with Hits . Supported Skills consume a percentage of your maximum Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges, inflicting more powerful BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. based on Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges consumed.
2 variants
Concoct I · Tier 2
Cost multiplier 1×
- Supported Skills consume 20 % of your max Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. they inflict per Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumedSupported Skills consume 20 % of your maximum Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. they inflict per Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed
Concoct II · Tier 4
Cost multiplier 1×
- Supported Skills consume 30 % of your max Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. they inflict per Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumedSupported Skills consume 30 % of your maximum Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges on use Supported Skills have 3 % more Magnitude of BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. they inflict per Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charge consumed
- Support
- Tier 3
- Cost multiplier
- 1×
Supports skills that consume CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. , giving them a chance to take effect without destroying the CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. .Supports skills that consume CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. , giving them a chance to take effect without destroying the CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. .
- CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. consumed by Supported Skills have 25 % chance to not be destroyedCorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. consumed by Supported Skills have 25 % chance to not be destroyed
- Support
- Tier 2
- Cost multiplier
- 1×
Supports OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.Supports OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills. Supported Skills have increased Buff effect and deal more damage, but will target an additional skeletal Minion when cast. If there is not an additional skeletal Minion to target, no damage or Buff effect will be granted.
- Supported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills have 30 % inc. Buff effectSupported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills have 30 % increased Buff effect - Supported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills target an additional skeletal Minion Support Effects are only applied if an additional skeletal Minion is targetedSupported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills target an additional skeletal Minion Support Effects are only applied if an additional skeletal Minion is targeted - Supported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills deal 30 % more DmgSupported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills deal 30 % more Damage
- Support
- Base
- Cost multiplier
- 1.1×
Supports Skills you use yourself which can cause Damaging Hits . Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a cooldown or another usage Condition .Supports Skills you use yourself which can cause Damaging Hits . Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a cooldown or another usage Condition .
- Supported Skills cannot be used unless you have been stationary for 1.5 seconds This timer resets when you moveSupported Skills cannot be used unless you have been stationary for 1.5 seconds This timer resets when you move
- Supported Skills deal 3 % more Dmg with Hits for each quarter second you have been stationary, up to 45 % This Dmg bonus resets when you moveSupported Skills deal 3 % more Damage with Hits for each quarter second you have been stationary, up to 45 % This Damage bonus resets when you move
- Support
- Tier 2
- Cost multiplier
- 1×
Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.Supports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.
- Supported Conditional Skills can be used an additional time within 10 seconds of using them after meeting their requirementsSupported Conditional Skills can be used an additional time within 10 seconds of using them after meeting their requirements
- Conditional requirements of Supported Skills are 150 % harder to meetConditional requirements of Supported Skills are 150 % harder to meet
- Support
- Tier 3
- Cost multiplier
- 1×
Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
- Supported Skills deal 20 % more DmgSupported Skills deal 20 % more Damage
- 30 % more Move.Spd penalty while using Supported Skills30 % more Movement Speed penalty while using Supported Skills
- Support
- Tier 4
- Cost multiplier
- 1×
Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. cost equal to your IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated. , while also dealing more non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Damage over time based off of your IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated. . Cannot support ChannellingChannelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time. Skills.Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. cost equal to your IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated. , while also dealing more non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Damage over time based off of your IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated. . Cannot support ChannellingChannelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time. Skills.
- Supported Skills gain an ESEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. cost equal to your IntIntelligence
Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.Supported Skills gain an Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. cost equal to your IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated. - Supported Skills deal 8 % more non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Dmg over time per 100 IntIntelligence
Intelligence is an Attribute required to use most equipment that grants ESEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.Supported Skills deal 8 % more non- AilmentAilments
Ailments are a family of common DebuffsDebuff associated with specific damage types. The list of Ailments is: BleedingBleeding , IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , ElectrocuteElectrocute , and PoisonPoison . Damage over time per 100 IntelligenceIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy ShieldEnergy_Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
- Support
- Base
- Cost multiplier
- 1.2×
Supports any skill that Hits enemies, causing them to apply Broken ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. to enemies when causing a Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. to enemies.Supports any skill that Hits enemies, causing them to apply Broken ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. to enemies when causing a Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. to enemies.
- Supported Skills Fully Break ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. when inflicting a Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other.Supported Skills Fully Break ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to PhysicalPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. when inflicting a Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other.
- Support
- Tier 2
- Cost multiplier
- 1×
- Reservation multiplier
- 1.1×
Supports Skills which create objects that are destroyed after being HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. a number of times, allowing for them to last for additional Hits . Does not modify Skills used by Minions .Supports Skills which create objects that are destroyed after being HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. a number of times, allowing for them to last for additional Hits . Does not modify Skills used by Minions .
- Objects created by Supported Skills can be HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. +2 timesObjects created by Supported Skills can be HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. +2 times
Supports any skill, making it cost less to use. Cannot support skills which reserve SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets . .Supports any skill, making it cost less to use. Cannot support skills which reserve SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets . .
2 variants
Efficiency I · Tier 1
Cost multiplier 1×
- Supported Skills have 30 % less CostSupported Skills have 30 % less Cost
Efficiency II · Tier 4
Cost multiplier 1×
- Supported Skills have 40 % less CostSupported Skills have 40 % less Cost
- Support
- Tier 3
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing it to deal more Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . but be unable to inflict Elemental AilmentsElemental_Ailments
Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute . .Supports any skill that Hits enemies, causing it to deal more Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . but be unable to inflict Elemental AilmentsElemental_Ailments
Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute . .
- Supported Skills deal 25 % more Ele.DmgElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning .Supported Skills deal 25 % more Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . - Supported Skills cannot inflict Elemental AilmentsElemental_Ailments
Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .Supported Skills cannot inflict Elemental AilmentsElemental_Ailments
Elemental AilmentsAilments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
- Support
- Base
- Cost multiplier
- 1×
Supports any skill that you can use, causing Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. recharge to begin immediately if you are Stunned while using it.Supports any skill that you can use, causing Energy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. recharge to begin immediately if you are Stunned while using it.
- ESEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. Recharge begins immediately and is not interrupted by Dmg for 2 seconds when Stunned while using Supported SkillsEnergy ShieldEnergy_Shield
EnergyEnergy ShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergy ShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergy ShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergy ShieldShield to remove Life directly. Recharge begins immediately and is not interrupted by Damage for 2 seconds when Stunned while using Supported Skills
A Path of Exile 2 support gem family.A Path of Exile 2 support gem family.
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less..Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less..
3 variants
Execute I · Tier 1
Cost multiplier 1.1×
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .
- Supported Skills deal 40 % more Dmg with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.Supported Skills deal 40 % more Damage with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Execute II · Tier 4
Cost multiplier 1.1×
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .
- Supported Skills deal 50 % more Dmg with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.Supported Skills deal 50 % more Damage with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Execute III · Tier 5
Cost multiplier 1.1×
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. , as well as dealing more damage while you are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. , as well as dealing more damage while you are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. .
- Supported Skills deal 30 % more Dmg with Hits while you are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.Supported Skills deal 30 % more Damage with Hits while you are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less. - Supported Skills deal 30 % more Dmg with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.Supported Skills deal 30 % more Damage with Hits against Enemies that are on Low LifeLow_Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Supports Skills which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.Supports Skills which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
4 variants
Branching Fissures I · Tier 3
Cost multiplier 1.2×
- Supported Skills' Fissures branch 2 timesSupported Skills' Fissures branch 2 times
- Supported Skills' Branched Fissures deal 40 % less damageSupported Skills' Branched Fissures deal 40 % less damage
- Supported Skills' Branched Fissures have 35 % less area of effectSupported Skills' Branched Fissures have 35 % less area of effect
Branching Fissures II · Tier 5
Cost multiplier 1.2×
- Supported Skills' Fissures branch 2 timesSupported Skills' Fissures branch 2 times
- Supported Skills' Branched Fissures deal 30 % less damageSupported Skills' Branched Fissures deal 30 % less damage
- Supported Skills' Branched Fissures have 35 % less area of effectSupported Skills' Branched Fissures have 35 % less area of effect
Upheaval I · Tier 1
Cost multiplier 1×
Supports Skills which create fissures in the ground, causing them to create an additional fissure at the cost of damage and speed.Supports Skills which create fissures in the ground, causing them to create an additional fissure at the cost of damage and speed.
- Supported Skills create an additional fissureSupported Skills create an additional fissure
- Supported Skills deal 20 % less DmgSupported Skills deal 20 % less Damage
- Supported Skills have 20 % less Skill SpeedSkill_Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.Supported Skills have 20 % less Skill SpeedSkill_Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
Upheaval II · Tier 5
Cost multiplier 1×
Supports Skills which create fissures in the ground, causing them to create additional fissures at the cost of damage and speed.Supports Skills which create fissures in the ground, causing them to create additional fissures at the cost of damage and speed.
- Supported Skills create 2 additional fissuresSupported Skills create 2 additional fissures
- Supported Skills deal 40 % less DmgSupported Skills deal 40 % less Damage
- Supported Skills have 20 % less Skill SpeedSkill_Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.Supported Skills have 20 % less Skill SpeedSkill_Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, WarcryWarcries Speed, and similar stats.
- Support
- Base
- Cost multiplier
- 1×
Supports Skills which require ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . to use. Supported Skills lose their ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . stacks after a longer delay spent not gaining any ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . .Supports Skills which require ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . to use. Supported Skills lose their ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . stacks after a longer delay spent not gaining any ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . .
- Supported Skills lose ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . 60 % slowerSupported Skills lose ComboCombo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you StrikeStrike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons . 60 % slower
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. damage.Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. damage.
2 variants
Fortress I · Tier 1
Cost multiplier 1×
- Supported Skills deal 40 % less damage with HitsSupported Skills deal 40 % less damage with Hits
- Walls from Supported Skills are created in a Circle insteadWalls from Supported Skills are created in a Circle instead
Fortress II · Tier 3
Cost multiplier 1×
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. damage and have lowered Area of Effect.Supports skills that create walls in a line, causing them to be created in a circle instead but deal less HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. damage and have lowered Area of Effect.
- Supported Skills have 20 % less AoESupported Skills have 20 % less Area of Effect
- Supported Skills deal 30 % less damage with HitsSupported Skills deal 30 % less damage with Hits
- Walls from Supported Skills are created in a Circle insteadWalls from Supported Skills are created in a Circle instead
- Support
- Tier 2
- Cost multiplier
- 1×
Supports skills that consume CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. . Consuming CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. with supported skills grants FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.Supports skills that consume CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. . Consuming CorpsesCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. with supported skills grants FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. charges.
- Supported Skills grant 10 Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for each CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. ConsumedSupported Skills grant 10 Life FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for each CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. Consumed - Supported Skills grant 10 Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for each CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. ConsumedSupported Skills grant 10 Mana FlaskFlask
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for each CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. Consumed
Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance over time.Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance over time.
2 variants
Inexorable Critical I · Tier 3
Cost multiplier 1.2×
- Supported Skills gain 10 % inc. CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance each second, up to 100 %. This CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically HitsSupported Skills gain 10 % increased CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance each second, up to 100 %. This CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically Hits
Inexorable Critical II · Tier 4
Cost multiplier 1.2×
Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance over time, but also reduce your Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). .Supports any skill you use yourself that Hits enemies, causing it to accumulate CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance over time, but also reduce your Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). .
- Supported Skills gain 40 % inc. CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance each second, up to 200 %. This CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically HitsSupported Skills gain 40 % increased CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance each second, up to 200 %. This CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically Hits - Supported Skills gain 10 % less Critical Dmg BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). each second, up to 50 %. This Critical Dmg BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically HitsSupported Skills gain 10 % less Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). each second, up to 50 %. This Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). is lost whenever a skill supported by Inexorable CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Critically Hits
- Support
- Tier 3
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing it to Knock Back enemies.Supports any skill that Hits enemies, causing it to Knock Back enemies.
- Supported Skills Knock Enemies Back on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately.Supported Skills Knock Enemies Back on HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. - Supported Skills have 40 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . DistanceSupported Skills have 40 % more KnockbackKnockback
Knockback pushes Enemies away when HitHit . Distance
- Support
- Base
- Cost multiplier
- 1×
Supports Skills which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Enemies. Supported Skills gain increased chance to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. against ImmobilisedImmobilised
A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted . Enemies.Supports Skills which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Enemies. Supported Skills gain increased chance to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. against ImmobilisedImmobilised
A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted . Enemies.
- Supported Skills have 50 % inc. CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance against ImmobilisedImmobilised
A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted . EnemiesSupported Skills have 50 % increased CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance against ImmobilisedImmobilised
A target is immobilised if it cannot move, for example due to being FrozenFrozen , PinnedPinned , Heavy Stunned , or Electrocuted . Enemies
- Support
- Tier 1
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
- Recover 12 % of max Life over four seconds when Supported Skills Cull an EnemyRecover 12 % of maximum Life over four seconds when Supported Skills Cull an Enemy
- Support
- Tier 2
- Cost multiplier
- 1×
Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets . .Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent SkillsPersistent_Skills that are active in specific Weapon Sets . .
- Supported Skills have Mana Costs Converted to Life CostsSupported Skills have Mana Costs Converted to Life Costs
- Support
- Base
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
- Supported Skills have 120 % more Pin Buildup against enemies within 2 m of you, scaling to no change at 12 mSupported Skills have 120 % more Pin Buildup against enemies within 2 metres of you, scaling to no change at 12 metres
- Support
- Base
- Cost multiplier
- 1×
Supports Skills which can cause Damaging Hits , causing base chance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. with Supported Skills to instead apply to base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. , and causing base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. to instead apply to BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. .Supports Skills which can cause Damaging Hits , causing base chance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. with Supported Skills to instead apply to base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. , and causing base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. to instead apply to BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. .
- Chance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. with Supported Skills is calculated from their base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. insteadChance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. with Supported Skills is calculated from their base chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. instead - Chance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. with Supported Skills is calculated from their base chance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. insteadChance to PoisonPoison
Poison is an AilmentAilments that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_Damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as PenetrationPenetration ) do not affect Poison damage. with Supported Skills is calculated from their base chance to inflict BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. instead
- Support
- Tier 3
- Cost multiplier
- 1×
Supports skills that can be used while moving, allowing you to move faster while using them.Supports skills that can be used while moving, allowing you to move faster while using them.
- 25 % less Move.Spd penalty while using Supported Skills25 % less Movement Speed penalty while using Supported Skills
- Support
- Tier 2
- Cost multiplier
- 1.2×
Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
- After moving at least 2 m during a single use of a Supported Skill, the rest of that use deals 40 % more DmgAfter moving at least 2 metres during a single use of a Supported Skill, the rest of that use deals 40 % more Damage
- Support
- Base
- Cost multiplier
- 1.2×
Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.Supports skills that can Empower skills other than themselves, causing skills they Empower to Cull enemies.
- Skills EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Supported Skills have Culling StrikeCulling_Strike
Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.Skills EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Supported Skills have Culling StrikeCulling_Strike
Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.
- Support
- Tier 1
- Cost multiplier
- 1×
Supports Travel SkillsTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared. which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. enemies. Hits with Supported Skills against enemies on full life will DazeDaze
Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. .Supports Travel SkillsTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared. which HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. enemies. Hits with Supported Skills against enemies on full life will DazeDaze
Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. .
- Supported Skills DazeDaze
Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. when Hitting enemies that are on full lifeSupported Skills DazeDaze
Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. when Hitting enemies that are on full life
Supports Skills which have a LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. , increasing that LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. at the cost of their duration. Only applies to restrictions that use the word " LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. ".Supports Skills which have a LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. , increasing that LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. at the cost of their duration. Only applies to restrictions that use the word " LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. ".
2 variants
Overabundance I · Tier 1
Cost multiplier 1×
- Supported Skills have + 1 to LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.Supported Skills have + 1 to LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. - Supported Skills have 50 % less Skill Effect Dur.Supported Skills have 50 % less Skill Effect Duration
Overabundance II · Tier 4
Cost multiplier 1×
- Supported Skills have + 1 to LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.Supported Skills have + 1 to LimitLimit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. - Supported Skills have 40 % less Skill Effect Dur.Supported Skills have 40 % less Skill Effect Duration
- Support
- Tier 4
- Cost multiplier
- 1×
Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. with Supported Skills, gain Perfection , which is a powerful damage buff. However, failing to execute any Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. (even with skills not supported by Perfection) will remove all Perfection on you.Supports skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. with Supported Skills, gain Perfection , which is a powerful damage buff. However, failing to execute any Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. (even with skills not supported by Perfection) will remove all Perfection on you.
- Successfully executing Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. with Supported Skills grants Perfection All Perfection is lost on failing to execute any Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.Successfully executing Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. with Supported Skills grants Perfection All Perfection is lost on failing to execute any Perfect TimingPerfect_Timing
Certain ChannellingChannelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window.
- Support
- Tier 2
- Cost multiplier
- 1×
Supports any skill that Hits Enemies, causing it to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. more often but deal less damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits .Supports any skill that Hits Enemies, causing it to Critically HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. more often but deal less damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits .
- Supported Skills have 60 % more CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. ChanceSupported Skills have 60 % more CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. Chance - Supported Skills have 30 % less Critical Dmg BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).Supported Skills have 30 % less Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).
- Support
- Base
- Cost multiplier
- 1.3×
Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.
- Skills EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Supported Skills deal 15 % more DmgSkills EmpoweredEmpowered
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. by Supported Skills deal 15 % more Damage
Supports any damaging skill that you use or Trigger yourself, causing it to spend RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to deal more damage. If you don't have enough RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to spend, the damage bonus will not apply.Supports any damaging skill that you use or Trigger yourself, causing it to spend RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to deal more damage. If you don't have enough RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to spend, the damage bonus will not apply.
2 variants
Rageforged I · Tier 4
Cost multiplier 1×
- Supported Skills spend 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. if possible to deal 35 % more DmgSupported Skills spend 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. if possible to deal 35 % more Damage
Rageforged II · Tier 5
Cost multiplier 1×
Supports any damaging skill that you use or Trigger yourself, causing it to spend RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to deal more damage, with a chance to skip spending RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. while still benefitting as though it had. If you don't have enough RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to spend, the damage bonus will not apply.Supports any damaging skill that you use or Trigger yourself, causing it to spend RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to deal more damage, with a chance to skip spending RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. while still benefitting as though it had. If you don't have enough RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. to spend, the damage bonus will not apply.
- Supported Skills have 30 % chance to gain the benefits of this Support without spending additional RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.Supported Skills have 30 % chance to gain the benefits of this Support without spending additional RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. - Supported Skills spend 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. if possible to deal 35 % more DmgSupported Skills spend 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. if possible to deal 35 % more Damage
- Support
- Base
- Cost multiplier
- 1.15×
Supports Skills you use yourself. On spending RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. with any skill you will gain a Buff . Using Supported Skills consumes this Buff to grant you RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. .Supports Skills you use yourself. On spending RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. with any skill you will gain a Buff . Using Supported Skills consumes this Buff to grant you RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. .
- Spending 30 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. grants you a Relentless RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. Buff , causing the next use of Supported Skills to consume that Buff to grant 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.Spending 30 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. grants you a Relentless RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage. Buff , causing the next use of Supported Skills to consume that Buff to grant 10 RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit every 0.5 seconds can cause you to gain Rage.
- Support
- Tier 2
- Cost multiplier
- 1.2×
Supports Skills which deal Damage, raising Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . dealt for each Skill used RecentlyRecently
Recently refers to the past 4 seconds. of a different Elemental type. Cannot support Minion Skills.Supports Skills which deal Damage, raising Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . dealt for each Skill used RecentlyRecently
Recently refers to the past 4 seconds. of a different Elemental type. Cannot support Minion Skills.
- Supported Skills deal 12 % more Ele.DmgElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . for each Skill used RecentlyRecently
Recently refers to the past 4 seconds. of a different Elemental typeSupported Skills deal 12 % more Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . for each Skill used RecentlyRecently
Recently refers to the past 4 seconds. of a different Elemental type
- Support
- Base
- Cost multiplier
- 1.1×
Supports Skills which deal Damage with Hits . When Supported Skills Pin an Enemy, they also AggravateAggravate
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified. BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. on that Enemy.Supports Skills which deal Damage with Hits . When Supported Skills Pin an Enemy, they also AggravateAggravate
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified. BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. on that Enemy.
- Supported Skills AggravateAggravate
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified. BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. on Enemies when Pinning themSupported Skills AggravateAggravate
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleeding DebuffDebuff has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleeding DebuffDebuff can be Aggravated, or not, independently — one BleedingBleeding DebuffDebuff being Aggravated does not mean other BleedingBleeding DebuffsDebuff on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding DebuffsDebuff applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding DebuffsDebuff currently on that target unless otherwise specified. BleedingBleeding
Bleeding is an AilmentAilments that deals PhysicalPhysical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . PhysicalPhysical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is PhysicalPhysical damage per second equal to 15% of the Pre-mitigation PhysicalPhysical damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. on Enemies when Pinning them
- Support
- Base
- Cost multiplier
- 1×
Supports Attacks , causing repeated uses to be more effective at Stunning enemies.Supports Attacks , causing repeated uses to be more effective at Stunning enemies.
- Every fifth use of Supported Attacks causes 500 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. BuildupEvery fifth use of Supported Attacks causes 500 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. Buildup
- Support
- Tier 3
- Cost multiplier
- 1×
Supports OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills. Supported Skills SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death. a portion of your life on use, but deal much more damage and have more powerful Buffs in return.Supports OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills. Supported Skills SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death. a portion of your life on use, but deal much more damage and have more powerful Buffs in return.
- Supported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills have 30 % inc. Buff effectSupported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills have 30 % increased Buff effect - Supported Skills SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death. 15 % of Life on useSupported Skills SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy_Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death. 15 % of Life on use - Supported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills deal 30 % more DmgSupported OfferingOffering
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions , and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die. Skills deal 30 % more Damage
Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation.
2 variants
Short Fuse I · Tier 2
Cost multiplier 1.15×
Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation .Supports Skills which Detonate after some amount of time has elapsed, shortening the time before Detonation .
- Supported Skills have 40 % less Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.Supported Skills have 40 % less Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
Short Fuse II · Tier 4
Cost multiplier 1.15×
Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.Supports Skills which Detonate after some amount of time has elapsed, massively shortening the time before Detonation at the cost of Damage.
- Supported Skills have 80 % less Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.Supported Skills have 80 % less Detonation TimeDetonation_Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers. - Supported Skills deal 30 % less DmgSupported Skills deal 30 % less Damage
- Support
- Tier 3
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
- Recover 12 % of max Mana over four seconds when Supported Skills Cull an EnemyRecover 12 % of maximum Mana over four seconds when Supported Skills Cull an Enemy
Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared..Supports Attack Skills you use yourself. Supported Skills steadily gain more Damage, up to a cap. This Damage bonus is reset if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared..
2 variants
Stoicism I · Tier 3
Cost multiplier 1×
- Supported Skills gain 1 % more Dmg every second, up to 20% This Dmg Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.Supported Skills gain 1 % more Damage every second, up to 20% This Damage Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
Stoicism II · Tier 5
Cost multiplier 1×
- Supported Skills gain 2 % more Dmg every second, up to 20% This Dmg Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.Supported Skills gain 2 % more Damage every second, up to 20% This Damage Bonus resets if you Dodge Roll or use a Travel SkillTravel_Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
Supports any skill that Hits Enemies, causing it to build up StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. more quickly.Supports any skill that Hits Enemies, causing it to build up StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. more quickly.
3 variants
Stun I · Tier 2
Cost multiplier 1.2×
- Hits with Supported Skills cause 50 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildupHits with Supported Skills cause 50 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildup
Stun II · Tier 4
Cost multiplier 1.2×
- Hits with Supported Skills cause 70 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildupHits with Supported Skills cause 70 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildup
Stun III · Tier 5
Cost multiplier 1.2×
Supports any skill that Hits Enemies, causing it to build up StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. significantly more quickly, at the cost of Damage.Supports any skill that Hits Enemies, causing it to build up StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. significantly more quickly, at the cost of Damage.
- Supported Skills deal 50 % less DmgSupported Skills deal 50 % less Damage
- Hits with Supported Skills cause 300 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildupHits with Supported Skills cause 300 % more StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildup
- Support
- Tier 3
- Cost multiplier
- 1×
Supports any skill that Hits enemies, causing it to deal more damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits but have less CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance.Supports any skill that Hits enemies, causing it to deal more damage with CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. Hits but have less CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance.
- Supported Skills have 100 % inc. Critical Dmg BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage).Supported Skills have 100 % increased Critical Damage BonusCritical_Damage_Bonus
Multiplies the damage dealt by CriticalCritical Hits . Default value is +100% (i.e. twice as much damage). - Supported Skills have 20 % less CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chanceSupported Skills have 20 % less CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical_Damage_Bonus can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%. HitHit
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging_Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging_Ailments innately. chance
- Support
- Tier 2
- Cost multiplier
- 1.15×
Supports any Skill that ConsumesConsume
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. , granting a chance for benefits of that Consumption to be doubled.Supports any Skill that ConsumesConsume
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. , granting a chance for benefits of that Consumption to be doubled.
- Benefits from consuming ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for Supported Skill have 20 % chance to be doubledBenefits from consuming ChargesCharges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once. for Supported Skill have 20 % chance to be doubled
- Support
- Base
- Cost multiplier
- 1.1×
Supports any skill that you can use, making you harder to StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. while using it.Supports any skill that you can use, making you harder to StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. while using it.
- 30 % more Stun ThresholdStunThreshold
Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%. for Heavy StunsHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. while using Supported Skills30 % more Stun ThresholdStunThreshold
Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%. for Heavy StunsHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. while using Supported Skills - 200 % more Stun ThresholdStunThreshold
Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%. for Light StunsStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. while using Supported Skills200 % more Stun ThresholdStunThreshold
Your base StunStun Threshold is equal to your maximum Life. A HitHit that deals damage equal to or greater than your StunStun Threshold is guaranteed to StunStun you, and the chance scales down linearly for lower damage Hits . A StunStun chance of less than 10% is treated as 0%. for Light StunsStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster PhysicalPhysical damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. while using Supported Skills